![]() ![]() ![]() Mplus was used to create a latent structural equation model with a moderating mediating model. We distributed a survey and collected 639 valid responses in mainland China in both paper and electronic form during the period of February to October 2020, when the COVID-19 crisis was severe. On the basis of Social Exchange Theory (SET), Knowledge Stickiness Theory (KST), and the need-to-belong hypotheses, we empirically studied the causes and consequences of workplace loneliness in interpersonal communication and explored the moderating effect of the need to belong. The results suggest that WoW is a highly social environment that encourages cooperation, communication and friendship. The lower degree of loneliness experienced was also associated with playing with friends and known people, with guild membership, as well as frequent communication with teammates through VoIP (Voice over Internet Protocol) services. ![]() In the sample consisting of 161 players, it was found that players experience a significantly lower degree of loneliness and social anxiety in online than in real world. The present study verified differences in experiencing loneliness (UCLA Loneliness Scale) and social anxiety (Social Phobia Inventory) in WoW players in online and real world (offline) since these two worlds and the functioning of the players in them differ. It is set in an elaborate fictional world, in which players achieve goals through interaction and mutual communication. World of Warcraft (WoW) is one of the most popular Massively Multiplayer Online Role Playing Games (MMORPG). The number of online game players continues to grow, as well as the number of hours spent in online world. ![]()
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