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Journal Article

Citation

Smith CM, Rauwolf P, Intriligator J, Rogers RD. Cyberpsychol. Behav. Soc. Netw. 2020; ePub(ePub): ePub.

Affiliation

School of Psychology, Bangor University, Adeilad Brigantia, Bangor, United Kingdom.

Copyright

(Copyright © 2020, Mary Ann Liebert Publishers)

DOI

10.1089/cyber.2019.0349

PMID

32391722

Abstract

Massively Multiplayer Online Role-Playing Games (MMORPGs) can sometimes be associated with patterns of play that are harmful to health and well-being. Hazardous MMORPG play has been linked to hostility (toward other people). However, little is known about how hostility, as a risk factor, relates to players' choices within games, or players' experiences of the positive aspects of MMORPGs. In this study, we surveyed 5,847 players of Jagex's RuneScape to examine how trait hostility relates to player roles that prioritize skill acquisition/improvement (Skillers), combat (Killers), or narrative challenges (Questers). Killers reported modestly higher levels of trait hostility than Skillers and Questers. The most hostile players reported the strongest importance of in-game relative to offline achievements, possibly indicating hazardous involvement. Critically, hostile players also report the strongest cognitive and social benefits. These include (i) skills acquired through MMORPGs that help players to achieve things in their offline lives and (ii) online relationships that benefit offline relationships. These findings offer a new perspective on the way that a previously reported risk factor for harmful MMORPG play relates to player engagement, possibly by offering a helpful space for hostile individuals to develop problem solving and social skills. This suggests that some individuals who might be vulnerable to developing harmful patterns of MMORPG play may simultaneously experience greater tangible benefits.


Language: en

Keywords

MMORPGs; benefits; hostility; player roles; skills; social relationships

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