La relación entre la inmersión en la narrativa de los Massively Multiplayer Online Role-Playing Games (MMORPGS) y las conductas pro-sociales dentro del videojuego
Date
2018-08-07
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Pontificia Universidad Católica del Perú
Abstract
Esta investigación tuvo como objetivo analizar la relación entre la inmersión en la narrativa
en del videojuegos y las conductas pro-sociales dentro del videojuego, en jugadores
latinoamericanos de Massive Multiplayers Online Role-Playing Games (MMORPGs). Para
medir la Inmersión en la narrativa del videojuego se utilizó un cuestionario desarrollado por
Qin, Patrick-Rau & Salvendy (2009) y para las conductas pro-sociales dentro del videojuego
se desarrolló un cuestionario con el apoyo de jugadores de 7 países distintos de latinoamérica.
La investigación tuvo una muestra de 350 personas (297 hombres y 41 mujeres) de, en
promedio, 24 años de edad (DE= 5.71), jugadores de 5 MMORPGs distintos. Se encontró
que, considerando a todos los MMORPGs juntos, hay una relación baja entre la inmersión en
la narrativa del videojuego y las conductas pro-sociales; sin embargo, al separar a los
participantes por MMORPG, estas relaciones toman más fuerza y llegan a ser de intensidad
mediana-alta. Además, se encontraron diferencias entre los niveles de inmersión en la
narrativa dependiendo del MMORPG que se jugaba, y ausencia de diferencias, según el sexo,
entre las conductas pro-sociales.
This research aimed to analyze the relationship between the immersion in the video game narrative and the pro-social behaviors within the videogame, in a group of Latin American players of Massive Multiplayers Online Role-Playing Games (MMORPGs). In order to measure the inmersion in the video game narrative, a questionnaire developed by Qin, Patrick-Rau & Salvendy (2009) was used, and for the pro-social behaviors within the videogame, a questionnaire was developed with the help of players from seven different Latin American countries. The research sample had 350 participants (297 men and 41 women), with an average age of 24 years (SD= 5.71), who played 5 different MMORPGs. Considering all the MMORPGs, a low relationship between the immersion in the videogame narrative and pro-social behaviors was found; however, segmenting the sample based on the MMORPG played, the relationships gain medium and high intensity. Additionally, there were differences in the levels of immersion in the video game narrative according to which MMORPG was played, and differences in pro-social behaviors were not found between sexes.
This research aimed to analyze the relationship between the immersion in the video game narrative and the pro-social behaviors within the videogame, in a group of Latin American players of Massive Multiplayers Online Role-Playing Games (MMORPGs). In order to measure the inmersion in the video game narrative, a questionnaire developed by Qin, Patrick-Rau & Salvendy (2009) was used, and for the pro-social behaviors within the videogame, a questionnaire was developed with the help of players from seven different Latin American countries. The research sample had 350 participants (297 men and 41 women), with an average age of 24 years (SD= 5.71), who played 5 different MMORPGs. Considering all the MMORPGs, a low relationship between the immersion in the videogame narrative and pro-social behaviors was found; however, segmenting the sample based on the MMORPG played, the relationships gain medium and high intensity. Additionally, there were differences in the levels of immersion in the video game narrative according to which MMORPG was played, and differences in pro-social behaviors were not found between sexes.
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Keywords
Videojuegos--Aspectos psicológicos, Conducta (Psicología), Interacción hombre-computadora
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Except where otherwised noted, this item's license is described as info:eu-repo/semantics/openAccess