Friend-connecting affordances: playing online games to contact friends

Author:

Liao Gen-YihORCID,Huang Tzu-Ling,Dennis Alan R.,Teng Ching-IORCID

Abstract

PurposeOnline games are popular applications of Internet technology, with over 2.8 billion users worldwide. Many players engage in team gameplay, indicating that online games are suitable media through which players connect with their friends. However, past studies have not examined the ability of games to assist players in connecting with their friends, indicating a gap. To fill this gap, the authors propose a new concept, the friend-connecting affordance, which is the ability of an online game to enable players to contact friends within the game.Design/methodology/approachThe authors built a model to explain how games' friend-connecting affordances influence game loyalty. The authors gathered responses from 1,347 online players and used structural equation modeling to test the model.FindingsThe authors found that friend-connecting affordances and team participation influence game loyalty. Gaming intensity and gaming history can moderate the impact of friend-connecting affordances.Originality/valueThis new affordance can be realized through various game elements, offering unique and actionable insights to game makers. The authors also compared the friend-connecting affordances among a number of popular online games, providing insights specific to each game and increasing the practical value of the findings.

Publisher

Emerald

Subject

Economics and Econometrics,Sociology and Political Science,Communication

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