Greater sense of control over one's character predicts pro-social gaming motivations¶
Claim · All claims
Evidence · 1 study · associationalr2·q2
Currency · newest study 2012 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? Among MMORPG players, a greater sense of control over one's character was a significant positive predictor of pro-social gaming motivations when controlling for demographics and game play factors. → Nicholas David Bowman 2012
Evidence¶
Nicholas David Bowman 2012¶
Nicholas David Bowman, Daniel Schultheiss, and Christina Schumann. (2012). 'I'm Attached, and I'm a Good Guy/Gal!': How Character Attachment Influences Pro- and Anti-Social Motivations to Play Massively Multiplayer Online Role-Playing Games. CyberPsychology, Behavior, and Social Networking. https://doi.org/10.1089/cyber.2011.0311
q2 · i? · associational · r2
Hierarchical regression of pro-social gaming motivations on demographics, game play factors, and four CA subdimensions in a survey of 450 MMORPG players. Sense of control was significant (beta = 0.113, p < 0.05 in Table 1), described as 'a significant positive predictor of pro-social gaming.'
"Of the four CA dimensions, a greater sense of control over one's character control was a significant positive predictor of pro-social gaming when controlling for demographics and game play factors"
Discussion¶
Related Claims¶
- CA dimensions add only small explained variance beyond demographics and game play factors
- Video game skill and time spent playing are associated with gaming motivations
- Younger male gamers report more anti-social motivations; pro-social gaming is more prevalent in older gamers
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
sense-of-control-predicts-prosocial-gaming |
title |
Greater sense of control over one's character predicts pro-social gaming motivations |
description |
Greater sense of control over one's character predicts pro-social gaming motivations |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2012 |
generated |
by process:wiki-ingest on 2026-10-16 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — nicholas-david-bowman-2012 |
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