Chinese College Students’ Social Compensation and Immersion Level in Game
A Study Based on Arena of Valor
- DOI
- 10.2991/assehr.k.211220.378How to use a DOI?
- Keywords
- Mobile game; social compensation; loneliness; social anxiety; immersion
- Abstract
Game is indispensable for many young people in the current society. One prominent reason for this phenomenon is that it serves as an essential platform for players to interact and to build social relationships. The current research applies quantitative measures to analyze the potential relation between players’ social interaction need and gameplay experience. It identifies two main variables: social compensation (constituting by loneliness, need to belong, and social anxiety) and immersion. The research selects the most popular mobile game in China, Arena of Valor, as the basis for the research. With 118 collected samples and further data analysis, the result suggests that players’ social compensation and all three of its sub-variables enjoy positive correlations with immersion, and loneliness shows the most prominent correlation with immersion.
- Copyright
- © 2021 The Authors. Published by Atlantis Press SARL.
- Open Access
- This is an open access article under the CC BY-NC license.
Cite this article
TY - CONF AU - Jingyi Liu AU - Tian Yang PY - 2021 DA - 2021/12/24 TI - Chinese College Students’ Social Compensation and Immersion Level in Game BT - Proceedings of the 2021 4th International Conference on Humanities Education and Social Sciences (ICHESS 2021) PB - Atlantis Press SP - 2189 EP - 2199 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.211220.378 DO - 10.2991/assehr.k.211220.378 ID - Liu2021 ER -