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.
All Science Journal Classification (ASJC) codes
- Control and Systems Engineering
- Human-Computer Interaction
- Computer Vision and Pattern Recognition