The effects of social context in online video games on prosocial behaviour
Bolle, William
Promoteur(s) :
Hazee, Simon
Date de soutenance : 14-jan-2019/25-jan-2019 • URL permanente : http://hdl.handle.net/2268.2/6266
Détails
Titre : | The effects of social context in online video games on prosocial behaviour |
Titre traduit : | [fr] Les effets du contexte social des jeux vidéo en ligne sur le comportement prosocial |
Auteur : | Bolle, William ![]() |
Date de soutenance : | 14-jan-2019/25-jan-2019 |
Promoteur(s) : | Hazee, Simon ![]() |
Membre(s) du jury : | Robert, Jocelyne ![]() Hermans, Michel ![]() |
Langue : | Anglais |
Nombre de pages : | 84 |
Mots-clés : | [en] prosocial behaviour [en] video game [en] battle royale |
Discipline(s) : | Sciences économiques & de gestion > Marketing |
Institution(s) : | Université de Liège, Liège, Belgique |
Diplôme : | Master en sciences de gestion, à finalité spécialisée en Marketing |
Faculté : | Mémoires de la HEC-Ecole de gestion de l'Université de Liège |
Résumé
[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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