Abstract
Social network games-games that incorporate network data from social network sites-heavily rely on helping behavior between players as a central mechanism of play. Does this "faux social" behavior still generate expectations of social support among players? An experiment (N = 88) was conducted to examine the effect of helping on copresence and perceived social support between strangers playing the Facebook game Cityville. Three types of social support were examined: instrumental support within the game, instrumental support outside of the game, and emotional support. Findings indicate that the simple action of being helped in a game generates copresence, the feeling of proximity in a virtual environment. Copresence was a positive predictor of all three types of perceived social support but had highest explanatory power for instrumental support within the game.
Original language | English (US) |
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Pages (from-to) | 61-74 |
Number of pages | 14 |
Journal | Presence: Teleoperators and Virtual Environments |
Volume | 25 |
Issue number | 1 |
DOIs | |
State | Published - Jul 1 2016 |
All Science Journal Classification (ASJC) codes
- Software
- Control and Systems Engineering
- Human-Computer Interaction
- Computer Vision and Pattern Recognition