Online video games are computer games that can be played by a player via the Internet. An online video game is usually a video game which is either mainly or partially played via the Internet or some other computer network around the world. There are several types of online games that one can play, and most people do not even realize it.
The present study sought to address the question whether the player’s responses to and expectations from an online video game influenced his or her ability to be engaged with the game. This study examined the extent to which an online video game player would engage with a game if it were not influenced by expectations from other players or the server. The present study focused on two online games: First, an action-adventure game which consisted of shooting, fighting, and racing; Second, an RPG hybrid game in which players would have to fight monsters, solve puzzles, and so forth. Throughout this study, both action-adventure games and action hybrid games were examined to determine if they influenced players’ engagement. Both games had hundreds of users, and both were designed to have many different challenges and adventures. You can get more information about pkvgames77.com.
After testing the first game, we asked participants to rate their friendship relationships (i.e., how much they liked their friends, how good their relationships were, etc.) before playing the game. A correlation was found between how much a player liked his/her friends while playing and the frequency with which they logged onto the gaming site (r =.15). Furthermore, we found that friendship ratings were positively related to game player profiles (r =.20), signaling that gaming platforms may play a role in forming and reinforcing friendships.
Next, we explored the effects of friendship on online gaming. Specifically, we hypothesized that game players would be more likely to use the social networking features of the website to search for and/or chat with friends while playing. Using data from the friendship profile data, we examined how people used the “remember me” and “friends” buttons on Facebook to search for online friends while playing their favorite game. Surprisingly, our analysis indicated that Facebook was used as a tool to seek and find friends while playing the game, not as a means to build new online relationships.
Our final topic was peer pressure. The last two topics explored how human behavior may be influenced by external forces such as friends or peer pressure. Google scholar provides two major resources for examining the relationship between these external forces and online gaming. First, Google collected data on millions of internet users to examine how much time (in minutes) was spent playing different online games. We correlated to how much time was spent on each game with the amount of time that users spent in friend and neighbor searches, and found strong, positive relationships between the two variables.
In summary, we found that the relationship between game play frequency and friendliness was mediated by Facebook usage. However, the results of this study, while suggestive, were not statistically significant. This suggests that there are other potential factors driving the results of online video game engagement and that future research should explore these avenues. Further research would also be most fruitful for developing new online gaming environments and games that can accommodate different interests and needs of players.