There also exists a large number of users who post only on female or male streams. This difference is more pronounced for popular streamers. ![]() Female streamers receive significantly more objectifying comments while male streamers receive more game-related comments. Using a combination of computational text analysis methods, we show that gendered conversation and objectification is prevalent in chats. Here we analyze more than one billion chat messages from Twitch, a social game-streaming platform, to study how the gender of streamers is associated with the nature of conversation. Yet, there are few large-scale, systematic studies of gender inequality and objectification in social gaming platforms. As gaming evolves into a social platform, persistence of gender disparity is a pressing question. In particular, online gaming communities have been criticized for persistent gender disparities and objectification. Despite such benefits, social disparities such as gender inequality persist in online social media. With support for anonymity and larger audiences, online interaction shrinks social and geographical barriers. Social media is now an indispensable mode of communication online gaming is not only a genuine social activity but also a popular spectator sport. Online social media and games are increasingly replacing offline social activities. Globally, PE research also becomes crucial. As online competitive gaming is quickly becoming one of the largest collective human activities Knowledge about PE in League of Legends can not only be employed to improve LoL or MOBA games, but also to develop better and more engaging games while improving their quality. Empathy and negative feelings, however, seem to be unaffected by team composition. Our results show, among other findings, how League of Legends players perceive the game as “fair” for their competence level for all ranks, while their relatedness towards teammates is affected by their social structure. In the end, PE is pivotal to engage players and, therefore, it is key to the success of any digital game. Proceeds to use the resulting variables and structural social relationships as inputs to explore their links to PE. This work begins by obtaining and characterizing a sample of League of Legends players and As players spend increasingly more time playing online competitive games, the positive and negative impacts of doing so become relevant it is, therefore, important to understand how PE is structured to systematically address mechanisms that elicit a response from the players. In spite of the popularity of Multiplayer Online Battle Arena (MOBA) games such as League of Legends (LoL), both the Player Experience (PE) and the structure of the social networks that arise in this relatively new genre remain largely unexplored. Specifically, our study shifts researchers' attention from gaming habits characterized by individual properties to social gaming habits characterized by communal properties. This study is among the first to extend the literature on gaming habits by considering other players' involvement. Our findings provide significant insights into the design of information technologies for collaboration. ![]() Our work responds to the call for understanding the mechanism by which multiple people form a shared intention to continue using an information technology at a collective level. This study contributes to the literature on we-intention by conceptualizing social play habit and verifying its role in facilitating a shared intention to continue playing mobile multiplayer games. The results also suggest that technological (social features embedded in the game) and individual (desire for co-play and privacy concerns) factors jointly influence social play habit. The results indicate that developing social play habit is critical to the formation of a we-intention to continue playing in the context of mobile multiplayer games. The proposed model was tested through a survey of 277 players of Honor of Kings, a popular mobile multiplayer game. The purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game.ĭrawing on habit-intention and habit formation theories, this study conceptualizes social play habit as a determinant of the we-intention to continue playing and identifies its antecedents.
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