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Title | The effects of social identity and trash talk on hostility and enjoyment: Paradoxical Findings from League of Legends |
Presenter(s) | Kuo-Ting Huang, Wei Peng, Joseph Fordham, Tom Day, Janine Slaker and Rabindra Ratan |
Session | Conference Reception, Game Exhibition, and Poster Session |
Time | Thursday, October 16, 7:00p-10:00p |
Location | Ballroom |
Format | Poster Presentation |
Description | Previous research suggests that competitive video game play will increase a player's post game hostility. Hostile messages, usually in the form of trash talk between players, are a normal phenomenon in online multiplayer team competition. For this study, participants played the computer game, League of Legends (LoL), a Multi-user Online Battle Arena (MOBA). This research revealed several interesting findings and suggestions for future studies. First, the results showing that people in a hostile message condition had less post- game hostility than people in the no hostile message condition. Additionally, the effects of hostile message might vary by frequency and intensity. Also, how many hostile messages sent from participants might be considered as a factor since the hostile condition might be regarded as an interactive condition. For the other manipulation of this study, group identification, the results showed that people might have greater hostility when they compete with in-group members than out-group members. |