We’re All in This (Game) Together

This study applies theories of computer-mediated communication and human-computer interaction to the study of transactive memory systems (TMS; how small groups coordinate expertise, for which communication is the central mechanism) in video game teams. A large-scale survey (N = 18,627) of players from the small group video game League of Legends (LoL) combined with server-side data provided by Riot Games (the creators of LoL) was conducted to look at the relationship between TMS and win/loss outcome as well as the role of team size and past team member acquaintanceship on the formation of TMS, using social presence as a mediator. Results found that TMS was highly predictive of the likelihood of a team winning a game, and that while past team member acquaintanceship predicted TMS, team size did not. Furthermore, only two dimensions of social presence, copresence and perceived comprehension, were related to TMS. These two dimensions fully mediated the relationship between past team member acquaintanceship and TMS.

[1]  Janet Fulk,et al.  Not in the Mood? Affective State and Transactive Communication , 2014 .

[2]  P. M. Podsakoff,et al.  Self-Reports in Organizational Research: Problems and Prospects , 1986 .

[3]  R. Rice,et al.  Electronic Emotion , 1987 .

[4]  Kristopher J Preacher,et al.  Effect size measures for mediation models: quantitative strategies for communicating indirect effects. , 2011, Psychological methods.

[5]  F. Biocca,et al.  Internal Consistency and Reliability of the Networked Minds Social Presence Measure , 2006 .

[6]  Y. Connie Yuan,et al.  Expertise Directory Development, Shared Task Interdependence, and Strength of Communication Network Ties as Multilevel Predictors of Expertise Exchange in Transactive Memory Work Groups , 2010, Commun. Res..

[7]  Joann Keyton Introduction The Relational Side of Groups , 2000 .

[8]  Kyle Lewis,et al.  Transactive Memory Systems: Current Issues and Future Research Directions , 2011, Organ. Sci..

[9]  Scott E. Caplan,et al.  Can You Hear Me Now? The Impact of Voice in an Online Gaming Community , 2007 .

[10]  Y. Connie Yuan,et al.  Access to Information in Connective and Communal Transactive Memory Systems , 2007, Commun. Res..

[11]  John L. Sherry,et al.  Narrative and interactivity in computer games , 2006 .

[12]  Seung-A. Annie Jin,et al.  Parasocial Interaction with an Avatar in Second Life: A Typology of the Self and an Empirical Test of the Mediating Role of Social Presence , 2010, PRESENCE: Teleoperators and Virtual Environments.

[13]  Scott B. MacKenzie,et al.  Common method biases in behavioral research: a critical review of the literature and recommended remedies. , 2003, The Journal of applied psychology.

[14]  Richard L. Moreland,et al.  Transactive Memory in the Classroom , 2009 .

[15]  R. Moreland,et al.  Group Versus Individual Training and Group Performance: The Mediating Role of Transactive Memory , 1995 .

[16]  Dmitri Williams,et al.  The Mapping Principle, and a Research Framework for Virtual Worlds , 2010 .

[17]  A. Hollingshead Perceptions of Expertise and Transactive Memory in Work Relationships , 2000 .

[18]  Kyle Lewis,et al.  Knowledge and Performance in Knowledge-Worker Teams: A Longitudinal Study of Transactive Memory Systems , 2004, Manag. Sci..

[19]  James H. Wirth,et al.  Using virtual game environments to study group behaviour , 2011 .

[20]  K. M. Lee,et al.  Can robots manifest personality? : An empirical test of personality recognition, social responses, and social presence in human-robot interaction , 2006 .

[21]  Bartholomäus Wissmath,et al.  Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment , 2008, Comput. Hum. Behav..

[22]  A. Hollingshead,et al.  Gender Stereotypes and Assumptions about Expertise in Transactive Memory , 2003 .

[23]  R. Moreland,et al.  Exploring the Performance Benefits of Group Training: Transactive Memory or Improved Communication? , 2000 .

[24]  E. Thorndike A constant error in psychological ratings. , 1920 .

[25]  Kyle Lewis,et al.  Transactive Memory Systems, Learning, and Learning Transfer , 2005, Organ. Sci..

[26]  Youngjin Yoo,et al.  DEVELOPMENTS OF TRANSACTIVE MEMORY SYSTEMS AND COLLECTIVE MIND IN VIRTUAL TEAMS , 2001 .

[27]  John R. Austin Transactive memory in organizational groups: the effects of content, consensus, specialization, and accuracy on group performance. , 2003, The Journal of applied psychology.

[28]  C. Nass,et al.  The Multiple Source Effect and Synthesized Speech: Doubly-Disembodied Language as a Conceptual Framework , 2004 .

[29]  Youngjin Yoo,et al.  The Impact of Knowledge Coordination on Virtual Team Performance Over Time , 2007, MIS Q..

[30]  Ulrike Lechner,et al.  TRANSACTIVE MEMORY SYSTEMS AND SHARED SITUATION AWARENESS: A WORLD OF WARCRAFT EXPERIMENT , 2009 .

[31]  Paul Skalski,et al.  The Role of Social Presence in Interactive Agent-Based Persuasion , 2007 .

[32]  Andrea B. Hollingshead,et al.  Potential Benefits of Communication in Transactive Memory Systems , 2003 .

[33]  Kyle Lewis,et al.  Group cognition, membership change, and performance: Investigating the benefits and detriments of collective knowledge ☆ , 2007 .

[34]  C. Nass,et al.  Social-Psychological Origins of Feelings of Presence: Creating Social Presence With Machine-Generated Voices , 2005 .

[35]  John Short,et al.  The social psychology of telecommunications , 1976 .

[36]  A. Hollingshead Communication, Learning, and Retrieval in Transactive Memory Systems☆☆☆ , 1998 .

[37]  D. A. Kenny,et al.  The moderator-mediator variable distinction in social psychological research: conceptual, strategic, and statistical considerations. , 1986, Journal of personality and social psychology.

[38]  A. Hayes Introduction to Mediation, Moderation, and Conditional Process Analysis: A Regression-Based Approach , 2013 .

[39]  A. Hollingshead Cognitive interdependence and convergent expectations in transactive memory. , 2001, Journal of personality and social psychology.

[40]  Peter Vorderer,et al.  Video Game Uses and Gratifications as Predicators of Use and Game Preference , 2012 .

[41]  John M. Levine,et al.  Creating the Ideal Group: Composition Effects at Work , 2018, Understanding Group Behavior.

[42]  Jaideep Srivastava,et al.  Please Scroll down for Article Communication Methods and Measures the Virtual Worlds Exploratorium: Using Large-scale Data and Computational Techniques for Communication Research the Virtual Worlds Exploratorium: Using Large-scale Data and Computational Techniques for Communication Research , 2022 .

[43]  Jacob Cohen Statistical Power Analysis for the Behavioral Sciences , 1969, The SAGE Encyclopedia of Research Design.

[44]  Kyle Lewis Measuring transactive memory systems in the field: scale development and validation. , 2003, The Journal of applied psychology.

[45]  Robert J. Moore,et al.  "Alone together?": exploring the social dynamics of massively multiplayer online games , 2006, CHI.

[46]  D. Wegner Transactive Memory: A Contemporary Analysis of the Group Mind , 1987 .

[47]  Jorge Peña,et al.  An Analysis of Socioemotional and Task Communication in Online Multiplayer Video Games , 2006, Commun. Res..

[48]  Marko Turpeinen,et al.  Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play? , 2006, PRESENCE: Teleoperators and Virtual Environments.

[49]  John Byrne,et al.  Knowledge Networks in New Product Development Projects: A Transactive Memory Perspective , 2005, Inf. Manag..

[50]  M. Lindell,et al.  Accounting for common method variance in cross-sectional research designs. , 2001, The Journal of applied psychology.

[51]  Byron Reeves,et al.  Computer agents versus avatars: Responses to interactive game characters controlled by a computer or other player , 2010, Int. J. Hum. Comput. Stud..

[52]  Steve W. J. Kozlowski Groups and Teams in Organizations: Studying the Multilevel Dynamics of Emergence , 2012 .

[53]  Julia V. Gallenkamp,et al.  Antecedents of Transactive Memory Systems in Virtual Teams--The Role of Communication, Culture, and Team Size , 2012, 2012 45th Hawaii International Conference on System Sciences.

[54]  RavajaNiklas,et al.  Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play? , 2006 .

[55]  Seung-A. Annie Jin,et al.  “It Feels Right. Therefore, I Feel Present and Enjoy”: The Effects of Regulatory Fit and the Mediating Roles of Social Presence and Self-Presence in Avatar-Based 3D Virtual Environments , 2011, PRESENCE: Teleoperators and Virtual Environments.

[56]  E.,et al.  GROUPS : INTERACTION AND PERFORMANCE , 2001 .

[57]  Adam S. Kahn,et al.  Trojan Player Typology , 2015 .

[58]  Kwan Min Lee,et al.  Why Presence Occurs: Evolutionary Psychology, Media Equation, and Presence , 2004, Presence: Teleoperators & Virtual Environments.

[59]  Mark D. Griffiths,et al.  Demographic Factors and Playing Variables in Online Computer Gaming , 2004, Cyberpsychology Behav. Soc. Netw..

[60]  J. Walther Interpersonal Effects in Computer-Mediated Interaction , 1992 .

[61]  P. Lachenbruch Statistical Power Analysis for the Behavioral Sciences (2nd ed.) , 1989 .

[62]  Adam S. Kahn,et al.  Games, Online and off , 2013 .

[63]  Rabindra A. Ratan,et al.  The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations , 2015, Comput. Hum. Behav..

[64]  F. Biocca,et al.  Internal Consistency and Reliability of the Networked MindsMeasure of Social Presence , 2004 .

[65]  Jennifer L. Gregg,et al.  The Networked Minds Measure of Social Presence : Pilot Test of the Factor Structure and Concurrent Validity , 2001 .

[66]  F. Biocca,et al.  Guide to the Networked Minds Social Presence Inventory v. 1.2 , 2003 .

[67]  R. Moreland Transactive memory: Learning who knows what in work groups and organizations. , 1999 .

[68]  Paul D. Cheney,et al.  The Impact of Group Size and Social Presence on Small-Group Communication , 2006 .

[69]  Frank Biocca,et al.  Toward a More Robust Theory and Measure of Social Presence: Review and Suggested Criteria , 2003, Presence: Teleoperators & Virtual Environments.

[70]  Kristopher J Preacher,et al.  Asymptotic and resampling strategies for assessing and comparing indirect effects in multiple mediator models , 2008, Behavior research methods.

[71]  Rabindra A. Ratan,et al.  Why We Distort in Self-Report: Predictors of Self-Report Errors in Video Game Play , 2014, J. Comput. Mediat. Commun..

[72]  Edward Castronova,et al.  Petri Dishes, Rat Mazes, and Supercolliders , 2009 .

[73]  Andrea B. Hollingshead,et al.  Transactive Memory Systems in Organizations: Matching Tasks, Expertise, and People , 2004, Organ. Sci..

[74]  Kristopher J Preacher,et al.  SPSS and SAS procedures for estimating indirect effects in simple mediation models , 2004, Behavior research methods, instruments, & computers : a journal of the Psychonomic Society, Inc.