Group polarisation among location-based game players: an analysis of use and attitudes towards game slang

dc.contributor.authorLaato Samuli
dc.contributor.authorInaba Nobufumi
dc.contributor.authorPaloheimo Mauri
dc.contributor.authorLaajala Teemu Daniel
dc.contributor.organizationfi=humanistinen tiedekunta|en=Faculty of Humanities|
dc.contributor.organization-code1.2.246.10.2458963.20.85312822902
dc.converis.publication-id53069170
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/53069170
dc.date.accessioned2022-10-28T13:08:25Z
dc.date.available2022-10-28T13:08:25Z
dc.description.abstract<p>Purpose – This study investigates how game design, which divides players into static teams, can reinforce group polarisation. The authors study this phenomenon from the perspective of social identity in the context of team-based location-based games, with a focus on game slang. Design/methodology/approach – The authors performed an exploratory data analysis on an original dataset of n 5 242,852 messages from five communication channels to find differences in game slang adoption between three teams in the location-based augmented reality game Pokemon GO. A divisive word “jym” (i.e. a Finnish slang derivative of the word “gym”) was discovered, and players’ attitudes towards the word were further probed with a survey (n 5 185). Finally, selected participants (n 5 25) were interviewed in person to discover any underlying reasons for the observed polarised attitudes. Findings – The players’ teams were correlated with attitudes towards “jym”. Face-to-face interviews revealed association of the word to a particular player subgroup and it being used with improper grammar as reasons for the observed negative attitudes. Conflict over (virtual) territorial resources reinforced the polarisation. Practical implications – Game design with static teams and inter-team conflict influences players’ social and linguistic identity, which subsequently may result in divisive stratification among otherwise cooperative or friendly player-base. Originality/value – The presented multi-method study connecting linguistic and social stratification is a novel approach to gaining insight on human social interactions, polarisation and group behaviour in the context of location-based games. Keywords Location-based games, Polarisation, Social identity theory, Language, Slang Paper type Research paper<br></p>
dc.identifier.eissn2054-5657
dc.identifier.jour-issn1066-2243
dc.identifier.olddbid179980
dc.identifier.oldhandle10024/163074
dc.identifier.urihttps://www.utupub.fi/handle/11111/37935
dc.identifier.urlhttps://www.emerald.com/insight/content/doi/10.1108/INTR-03-2020-0158/full/html
dc.identifier.urnURN:NBN:fi-fe2021042821387
dc.language.isoen
dc.okm.affiliatedauthorLaato, Samuli
dc.okm.affiliatedauthorInaba, Nobufumi
dc.okm.affiliatedauthorPaloheimo, Mauri
dc.okm.affiliatedauthorLaajala, Daniel
dc.okm.discipline5141 Sociologyen_GB
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherEmerald Publishing Limited
dc.publisher.countryUnited Kingdomen_GB
dc.publisher.countryBritanniafi_FI
dc.publisher.country-codeGB
dc.relation.doi10.1108/INTR-03-2020-0158
dc.relation.ispartofjournalInternet Research
dc.source.identifierhttps://www.utupub.fi/handle/10024/163074
dc.titleGroup polarisation among location-based game players: an analysis of use and attitudes towards game slang
dc.year.issued2021

Tiedostot

Näytetään 1 - 1 / 1
Ladataan...
Name:
10-1108_INTR-03-2020-0158.pdf
Size:
2.36 MB
Format:
Adobe Portable Document Format
Description:
Publisher's PDF