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The effects of social context in online video games on prosocial behaviour

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Bolle, William ULiège
Promotor(s) : Hazee, Simon ULiège
Date of defense : 14-Jan-2019/25-Jan-2019 • Permalink : http://hdl.handle.net/2268.2/6266
Details
Title : The effects of social context in online video games on prosocial behaviour
Translated title : [fr] Les effets du contexte social des jeux vidéo en ligne sur le comportement prosocial
Author : Bolle, William ULiège
Date of defense  : 14-Jan-2019/25-Jan-2019
Advisor(s) : Hazee, Simon ULiège
Committee's member(s) : Robert, Jocelyne ULiège
Hermans, Michel ULiège
Language : English
Number of pages : 84
Keywords : [en] prosocial behaviour
[en] video game
[en] battle royale
Discipline(s) : Business & economic sciences > Marketing
Institution(s) : Université de Liège, Liège, Belgique
Degree: Master en sciences de gestion, à finalité spécialisée en Marketing
Faculty: Master thesis of the HEC-Ecole de gestion de l'Université de Liège

Abstract

[en] It is not unusual to read, see or hear about video games in the traditional media. This topic is trending, the sector is one of the fastest growing in the world and its popularity is broad especially to young people. However, despite those qualities, video games continue to be addressed by looking at their negative aspects. The media tend to focus on the addictive
aspect of video games and its potential to enhance violence.

But if video games can teach violence, they can also teach positive behaviour. A specific behaviour that can be learnt through video games is the “prosocial” one. This means sharing, cooperating and giving for the benefit of other people. Thank to the recent technological development, video games offer the opportunity to play online and share the gaming experience with other players and interact directly. This setup is a perfect example of prosocial content.

Consequently, this thesis investigates the relationship between the social context of online gaming and the prosocial behaviour of players. After a review of the literature about the teaching potential of video games and the prosocial behaviour, an analysis was conducted on the actual main target of video games: the Generation Z. The study proved that the nature of the ally in an online game has an impact on the prosocial behaviour of the player. When gaming with friends, young people tend to act in a more prosocial way than when playing with unknown allies.


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Author

  • Bolle, William ULiège Université de Liège > Master sc. gest., à fin.

Promotor(s)

Committee's member(s)

  • Robert, Jocelyne ULiège Université de Liège - ULiège > HEC Liège : UER > Management des organisations et leadership
    ORBi View his publications on ORBi
  • Hermans, Michel ULiège Université de Liège - ULiège > HEC Liège : UER > Impacts managér. des politiques de mondial. et de communic.
    ORBi View his publications on ORBi
  • Total number of views 113
  • Total number of downloads 29










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