| Literature DB >> 28806121 |
Hei-Tung Sung1, Leif Sigerson1, Cecilia Cheng1.
Abstract
In the summer of 2016, the widespread popularization of the game Pokémon Go brought the public's attention to the possible socialization benefits associated with location-based mobile games (LBMGs), yet no studies to date have investigated this issue. LBMGs deserve greater research attention because this type of game provides a unique gaming experience that encourages players to leave their homes and navigate around their neighborhood. This distinctive feature may promote more face-to-face interactions among LBMG players. Grounded in social capital theories, the present study compared the levels of both bridging and bonding social capital between LBMG and non-LBMG players. More important, we formulated a multiple-process model to explain the hypothesized psychological mechanisms underlying social capital accumulation among LBMG players. Participants were 349 U.S. participants (57 percent men; Mage = 32.40, SDage = 7.92, age range = 19-66). Results supported the proposed model by revealing that face-to-face interaction was crucial to the accrual of both bridging and bonding social capital among LBMG players, through enhancing their levels of communication frequency and self-disclosure. The present findings have implications for the utilization of LBMG as a potential tool to promote face-to-face interactions and accumulate social capital.Entities:
Keywords: bonding; bridging; gaming; location-based; mobile game; social capital
Mesh:
Year: 2017 PMID: 28806121 DOI: 10.1089/cyber.2017.0222
Source DB: PubMed Journal: Cyberpsychol Behav Soc Netw ISSN: 2152-2715