It’s habit, not toxicity, driving hours spent in DOTA 2
نویسندگان
چکیده
The present research addresses a gap in the literature concerning relationship of identity, game play, and toxicity, using longitudinal research. Time spent playing Defence Ancients 2 (DOTA 2; competitive online team video game) was modelled at 1 (N = 473) relation to identity perceived toxicity. We then examined same relationships longitudinally with players who returned complete second survey (Time N 216). direct effects were participants’ social as DOTA player their perceptions potential interaction tested. Consistent past cross-sectional research, identification associated higher play 2. However, analyses 2, controlling for variables, only significant unique predictor: no role identities observed. There also or interactive toxicity attenuating despite high levels being reported both Using pre-registered analyses, data offer novel test one mechanism (social identification), did not support its sustaining resilience here.
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ژورنال
عنوان ژورنال: Entertainment Computing
سال: 2022
ISSN: ['1875-953X', '1875-9521']
DOI: https://doi.org/10.1016/j.entcom.2021.100472