Title:
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THE EFFECTS OF PERSONAL TRAITS AND GAME
FACTORS ON IMMORAL GAME BEHAVIOR:
FOCUSED ON LEAGUE OF LEGENDS |
Author(s):
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Sungje Lee, Jeonyoung Kong, Meiying Piao and Euijun Jeong |
ISBN:
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978-989-8533-90-6 |
Editors:
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Piet Kommers and Guo Chao Peng |
Year:
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2019 |
Edition:
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Single |
Keywords:
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Immoral Game Behavior, Game Moral Positioning, Game Motivation, Aggression, Self-Esteem |
Type:
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Full Paper |
First Page:
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120 |
Last Page:
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126 |
Language:
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English |
Cover:
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Full Contents:
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click to dowload
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Paper Abstract:
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As digital games have become popular, the number of incidents and the degree of damage caused by immoral game
behavior (such as flaming, trolling) are on the rise. But few studies have been conducted to explore the antecedents
to such flaming and trolling. Therefore, this study empirically examined the effects of aggression and self-esteem, and
game factors (game moral positioning, game motivations, gaming time) on immoral game behaviors with participating
game players of League of Legends. Results showed that game moral positioning (i.e., a tendency to choose evil
characters or activities) and advancement motivation (i.e., focus on competition and growth) positively affect immoral
game behaviors. While fun/interest motivation has a negative effect on immoral game behaviors. In addition, gaming
time did not affect flaming and trolling. These results show that preference of an evil moral identity or competitive
motivation in a game could affect immoral game behaviors. These results show that moral preference of an evil identity
or competitive motivation in a game could affect immoral game behaviors. And it could impede delectable game
experience. Furthermore, meanwhile, aggression increase immoral game behaviors. But self-esteem did not affect
immoral game behaviors. Finally, moral positioning moderates the impact of aggression and advancement motivation on
immoral game behaviors. Consequently, digital games that solicit moral deviations should seek ways to offer unique
entertainment, and to encourage game users not to put an obstacle to the other game users positive gaming experience
due to their excessive immersion in evil characters or identities. As suggested, game producers must offer diverse types
of gaming systems or to organize special game modes than those promoting excessive competitiveness for the pleasure
and enjoyment of various types of users. |
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