Abstract

Over the course of the last decade, many games have shifted from single player to shared social experiences. Yet, most research examining antisocial behavior has focused on coded content and ignored the influence of other players. This paper examines the influence of the behavior of another player on strategy selection, and the formation of expectations, enjoyment, frustration, and state aggression. It reports an experiment examining antisocial griefing behavior in the multiplayer game Neverwinter Nights, where observational learning, revenge seeking, and expectation formation are tested. The results show that (a) the first encounter that a player has in a game shapes both behavior and expectations; (b) environments that facilitate expectation of cooperation will lead to retaliation against players who grief, whereas environments that facilitate expectations of griefing will increase the frequency of griefing, but not the frequency of retaliation against players who grief; and (c) griefing decreases enjoyment, increases frustration, and increases state aggression for the recipient.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.