We're All in This (Game) Together: Transactive Memory Systems, Social Presence, and Team Structure in Multiplayer Online Battle Arenas

被引:14
|
作者
Kahn, Adam S. [1 ]
Williams, Dmitri [2 ]
机构
[1] Western Michigan Univ, Sch Commun, 210 Sprau Tower,1903 Michigan Ave, Kalamazoo, MI 49006 USA
[2] Univ So Calif, Annenberg Sch Commun & Journalism, Los Angeles, CA USA
关键词
online games; transactive memory systems; social presence; League of Legends; COMPUTER-MEDIATED COMMUNICATION; EMPIRICAL-TEST; PERFORMANCE; SELF; PREDICTORS; EXPERTISE; KNOWLEDGE; BENEFITS; IMPACT; SCALE;
D O I
10.1177/0093650215617504
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
This study applies theories of computer-mediated communication and human-computer interaction to the study of transactive memory systems (TMS; how small groups coordinate expertise, for which communication is the central mechanism) in video game teams. A large-scale survey (N = 18,627) of players from the small group video game League of Legends (LoL) combined with server-side data provided by Riot Games (the creators of LoL) was conducted to look at the relationship between TMS and win/loss outcome as well as the role of team size and past team member acquaintanceship on the formation of TMS, using social presence as a mediator. Results found that TMS was highly predictive of the likelihood of a team winning a game, and that while past team member acquaintanceship predicted TMS, team size did not. Furthermore, only two dimensions of social presence, copresence and perceived comprehension, were related to TMS. These two dimensions fully mediated the relationship between past team member acquaintanceship and TMS.
引用
收藏
页码:487 / 517
页数:31
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