Effects of Human vs. Computer-Controlled Characters and Social Identity Cues on Enjoyment: Mediation Effects of Presence, Similarity, and Group Identification

IF 1.7 4区 心理学 Q2 COMMUNICATION Journal of Media Psychology-Theories Methods and Applications Pub Date : 2019-01-01 DOI:10.1027/1864-1105/a000218
Jorge Peña, Jannath Ghaznavi, Nicholas Brody, R. Prada, C. Martinho, P. A. Santos, Hugo Damas, Joana Dimas
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引用次数: 12

Abstract

This study explored how group identification, avatar similarity identification, and social presence mediated the effect of character type (avatars or agents) and social identity cues (presence or absence of avatars wearing participants’ school colors) on game enjoyment. Playing with teammate avatars increased enjoyment indirectly by enhancing group identification. In addition, the presence of social identity cues increased enjoyment indirectly by augmenting identification with one’s avatar. Unexpectedly, playing in multiplayer mode in the presence of social identity cues decreased enjoyment, whereas playing in multiplayer mode in the absence of social identity cues increased enjoyment. Social presence was not a reliable mediator. The findings supported media enjoyment and social identity theories, and highlighted how virtual character type and identification processes influence enjoyment.
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人与电脑控制角色和社会身份线索对快乐的影响:在场、相似性和群体认同的中介效应
本研究探讨了群体认同、虚拟角色相似性认同和社会存在如何中介角色类型(虚拟角色或代理人)和社会身份线索(穿着参与者学校颜色的虚拟角色的存在或不存在)对游戏乐趣的影响。与队友角色一起玩游戏可以通过增强团队认同感而间接增加乐趣。此外,社会身份线索的存在通过增加对虚拟形象的认同间接增加了乐趣。出乎意料的是,在存在社会身份线索的多人模式下玩游戏会降低乐趣,而在没有社会身份线索的多人模式下玩游戏会增加乐趣。社会存在并不是一个可靠的中介。研究结果支持了媒体享受和社会认同理论,并强调了虚拟角色类型和识别过程如何影响享受。
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来源期刊
CiteScore
3.20
自引率
11.80%
发文量
42
期刊介绍: Journal of Media Psychology (JMP) is committed to publishing original, high-quality papers which cover the broad range of media psychological research. This peer-reviewed journal focuses on how human beings select, use, and experience various media as well as how media (use) can affect their cognitions, emotions, and behaviors. Submissions must substantially advance the current state-of the art on a theoretical and/or an empirical level. To name just a few typical fields and domains of inquiry, the Journal of Media Psychology considers manuscripts dealing with research on entertainment, computer-mediated communication (including social media), human-computer interaction, e-learning, computer and video games, virtual environments, or advertising. The journal is also open to research from neighboring disciplines as far as this work ties in with psychological concepts of the uses and effects of the media. Submissions of comparative work, e.g., crossmedia, cross-gender, or cross-cultural, are encouraged. Moreover, submissions including alternative analysis procedures such as the Bayesian approach are welcome. Starting in 2015, the pre-registration of research plans will also be possible. To ensure short turn-around cycles for manuscript review and fast publication, the Journal of Media Psychology relies heavily upon electronic communication and information exchange, starting from electronic submission and continuing throughout the entire review and production process.
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