From faux-social to pro-social: The mediating role of copresence in developing expectations of social support in a game
Document Type
Article
Publication Date
7-1-2016
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.
Identifier
84978946694 (Scopus)
Publication Title
Presence Teleoperators and Virtual Environments
External Full Text Location
https://doi.org/10.1162/PRES_a_00246
e-ISSN
15313263
ISSN
10547460
First Page
61
Last Page
74
Issue
1
Volume
25
Recommended Citation
Wohn, Donghee Yvette, "From faux-social to pro-social: The mediating role of copresence in developing expectations of social support in a game" (2016). Faculty Publications. 10403.
https://digitalcommons.njit.edu/fac_pubs/10403
