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How game features give rise to altruism and collective action? Implications for cultivating cooperation by gamification
Citation key Riar.2020a
Author Riar, Marc and Morschheuser, Benedikt and Hamari, Juho and Zarnekow, Rüdiger
Pages 695-704
Year 2020
Location Maui, Hawaii
Journal 53rd Hawaii International Conference on System Sciences (HICSS 2020), Maui, HI, January 7-10, 2020
Month 1
Note Best Paper Award
Abstract Due to the general gamification of our culture and society as well as the proliferation of games in our everyday activities, people are increasingly looking at games and gamification as a source for cooperation and other prosocial behaviors. However, not all game features lead to increased cohesion, cooperation or collaboration between people. While some games indeed are geared for cooperation, majority of games also aim toward competition or just non-social activity. Therefore, a prominent research problem exists in understanding how different game and gamification design may lead to altruistic sentiment and collective action. In this study, we investigated how the engagement with cooperative game features relates to the emergence of altruism and whether altruism leads to the formation of we-intentions in a gaming context. We employed data gathered among players of the augmented reality game Ingress (N=206) and analyzed the data using PLS-SEM. The results show that game features can give rise to altruism and that altruism can invoke we-intentions via cooperative goal structures (we-goals) of individuals. In addition to providing important insights regarding how cooperation emerges within games, this study provides implications for cultivating cooperation by gamification.
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