TY - JOUR
T1 - Effects of conflicts on outcomes
T2 - The case of multiplayer online games
AU - Shin, So Jung
AU - Jeong, Dahye
AU - Park, Eunil
N1 - Publisher Copyright:
© 2021 Elsevier B.V.
PY - 2021/5
Y1 - 2021/5
N2 - Ever since online games gained popularity in society, it has been used as a means of interaction and facilitating relationships. Online game players tend to actively communicate and collaborate with each other to achieve common goals, and this consequently leads to the formation of strong bonds and attachments with other players of the game. However, a variety of conflicts can sometimes arise during these interactions, which are usually dependent on the players’ characteristics (e.g., their professionalities and roles in the game). However, a variety of conflicts can sometimes arise during these interactions, which are usually dependent on the players’ characteristics (e.g., their professionalities and roles in the game). In light of this trend, the current study seeks to address the effects of players’ in-game conflicts, professionalities, and roles on their outcomes in online games. To this end, a dataset of over 600 players from 291 “League of Legends” games was collected. The statistical results indicate that players without any conflicts exhibit higher winning rates and greater satisfaction than those who have in-game conflicts. Furthermore, players with a higher professionality in in-game conflicts are more likely to report greater satisfaction than those with a lower professionality. Based on the findings of the current study, both academic and practical implications are presented.
AB - Ever since online games gained popularity in society, it has been used as a means of interaction and facilitating relationships. Online game players tend to actively communicate and collaborate with each other to achieve common goals, and this consequently leads to the formation of strong bonds and attachments with other players of the game. However, a variety of conflicts can sometimes arise during these interactions, which are usually dependent on the players’ characteristics (e.g., their professionalities and roles in the game). However, a variety of conflicts can sometimes arise during these interactions, which are usually dependent on the players’ characteristics (e.g., their professionalities and roles in the game). In light of this trend, the current study seeks to address the effects of players’ in-game conflicts, professionalities, and roles on their outcomes in online games. To this end, a dataset of over 600 players from 291 “League of Legends” games was collected. The statistical results indicate that players without any conflicts exhibit higher winning rates and greater satisfaction than those who have in-game conflicts. Furthermore, players with a higher professionality in in-game conflicts are more likely to report greater satisfaction than those with a lower professionality. Based on the findings of the current study, both academic and practical implications are presented.
KW - In-game conflict
KW - League of Legends
KW - Multiplayer
KW - Online game
KW - Professionalities
UR - https://www.scopus.com/pages/publications/85100429927
U2 - 10.1016/j.entcom.2021.100407
DO - 10.1016/j.entcom.2021.100407
M3 - Article
AN - SCOPUS:85100429927
SN - 1875-9521
VL - 38
JO - Entertainment Computing
JF - Entertainment Computing
M1 - 100407
ER -