How multiplayer online games can yield positive effects on individual gamers, gaming companies, and society as a whole
Dados Bibliográficos
| ID | 22231007 |
|---|---|
| Autores | Cocuhen Wu (0000-0002-7615-524X, National Taiwan University of Science and Technology, autor correspondente), Chih-Hsuan Chang (National Taiwan University of Science and Technology) |
| Ano | 2025 |
| Volume | 12 |
| Fascículo | 1 |
| Data de publicação | 2025-03-24 |
| Peer Reviewed | Sim |
| Open Access | Sim |
| Tipo | ARTICLE |
| Periódico | Humanities and Social Sciences Communications (JOURNAL) |
| Identificadores do periódico | ISSN: 2662-9992 • E-ISSN: 2662-9992 |
| Editora | Springer Science and Business Media LLC (PUBLISHER) |
| DOI | 10.1057/s41599-025-04690-6 |
| OpenAlex | W4408790031 |
| Idioma | EN |
| Citações recebidas | 2 |
| Referências citadas | 58 |
Besides being a robust platform for communication and interaction among gamers, multiplayer online gaming could foster a win–win–win scenario for gamers, gaming companies, and the global society. This study developed a comprehensive model that meticulously delineates players’ behaviors and cognitive patterns within multiplayer online gaming settings. This model also incorporates social interactions in gaming and in gaming communities, self-efficacy in gaming, self-awareness, brand intimacy, and a sense of social connection among remote players. Data from a total of 844 surveys were extracted from two distinct player cohorts—one engaged in charitable activities and the other not. Model validation was performed via structural equation modeling using smartPLS, which indicated that philanthropic endeavors can amplify players’ brand intimacy and feelings of social connection with distant players. However, philanthropic activities can also positively or negatively moderate the relation between certain variables. The insights from this study can equip gaming companies with strategic knowledge to benefit players and the global community as they promote their business objectives
Advertising · Business · Multimedia · Computer Science · Digital Games and Media · Digital Marketing and Social Media · Impact of Technology on Adolescents · Materials Science · Psychology
Structural Equation Modeling
Building Corporate Associations
Feeling Love and Doing More for Distant Others
The Association Between Video Gaming and Psychological Functioning
Effects of mindfulness on psychological health
Structural Equation Models with Unobservable Variables and Measurement Error
Self-efficacy and academic achievement
Measuring belongingness
Modeling hedonic is continuance through the uses and gratifications theory
Role of gamers’ communicative ecology on game community involvement and self-identification of gamer
How can game companies with cause-related marketing effectively guide players to engage in prosocial behaviors while simultaneously enhancing brand loyalty
Social Interactions in Massively Multiplayer Online Role-Playing Gamers
The impact of participation in virtual brand communities on consumer trust and loyalty
Why do you play? The development of the motives for online gaming questionnaire (Mogq)
Motivations for Play in Online Games
Learning to fly in persistent digital worlds
The Self-Reflection and Insight Scale
Player experiences in a massively multiplayer online game
When will consumers be ready? A psychological perspective on consumer engagement in social media brand communities
Sense of Community, Social Identity and Social Support Among Players of Massively Multiplayer Online Games (MMOGs)
Is Volunteering Rewarding in Itself
Implicit coordination
Self-compassion and reactions to unpleasant self-relevant events
The Psychology of Change
Achievement goals and life satisfaction
Communication, Coordination, and Camaraderie in World of Warcraft
Social Relationships and Health
| Obras citantes distintas | 2 |
|---|---|
| Citações por ano | 2 |
| Intervalo de citações | 2025 - 2026 (2) |
| Velocidade de citação | current |
| Altamente citado | Não |
| Tipos de citação | Neutras: 2 |