Need for affiliation under threat in the context of horror video games
Research suggests that people favor playing violent video games cooperatively with others. However, little is known about the reason behind people's desire to play cooperatively. Previous research has demonstrated that perceived threat to the avatar can increase the need for affiliation (Velez et al., unpublished data). The current study replicates and extends previous research by using a horror game, Phasmophobia. 559 American adults above 18 who have previous experience with video games were assigned to watch one of the four video clips of horror game play, taking the role of an avatar. The current research tested the hypothesis that direct violence to the avatar will result in higher level of threat relative to the avatar being in a threatening situation. The results suggest that perceived threat to the avatar increased participants' need for affiliation. Also, participants who experienced direct violence to the avatar reported more threat than those whose avatars were in a threatening situation. Additionally, participants who thought their avatar was playing in a group reported higher levels of needs for affiliation. Finally, higher levels of need for affiliation increased participants' desire to play video games with others but it did not predict an increased desire to play alone.
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- In Collections
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Electronic Theses & Dissertations
- Copyright Status
- In Copyright
- Material Type
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Theses
- Thesis Advisors
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Ewoldsen, Dave
- Committee Members
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Velez, John
O'Donnell, Casey
- Date Published
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2021
- Program of Study
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Media and Information--Master of Arts
- Degree Level
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Masters
- Language
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English
- Pages
- vii, 66 pages
- ISBN
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9798538113170
- Permalink
- https://doi.org/doi:10.25335/y0h1-ja52