Show simple item record

[journal article]

dc.contributor.authorCook, Christine L.de
dc.date.accessioned2020-02-26T09:55:18Z
dc.date.available2020-02-26T09:55:18Z
dc.date.issued2019de
dc.identifier.issn2183-2439de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/66656
dc.description.abstractThe demand framework is commonly used by game scholars to develop new and innovative ways to improve the gaming experience. However, the present article aims to expand this framework and apply it to problematic gaming, also known as trolling. Although still a relatively new field, research into trolling has exploded within the past ten years. However, the vast majority of these studies are descriptive in nature. The present article marries theory and trolling research by closely examining interdisciplinary empirical evidence from a single platform - video games - and applying the various forms of demands to propose a testable, dual-route model of trolling behaviour. Within the video game context, I argue the presence of two primary causal mechanisms that can lead to trolling: 1) Demand imbalance between players and the game; and 2) demand imbalance between players. The article discusses how these two types of imbalance can lead to trolling, which kinds of demands can be imbalanced, and how future researchers can use the demand framework to expand our understanding of trolling.de
dc.languageende
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.ddcPsychologiede
dc.subject.ddcPsychologyen
dc.subject.otherdemand imbalance; flow theory; motivations; multiplayer online games; trollingde
dc.titleBetween a Troll and a Hard Place: The Demand Framework's Answer to One of Gaming's Biggest Problemsde
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.identifier.urlhttps://www.cogitatiopress.com/mediaandcommunication/article/view/2347de
dc.source.journalMedia and Communication
dc.source.volume7de
dc.publisher.countryPRT
dc.source.issue4de
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.classozangewandte Psychologiede
dc.subject.classozApplied Psychologyen
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
internal.statusformal und inhaltlich fertig erschlossende
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
dc.source.pageinfo176-185de
internal.identifier.classoz1080404
internal.identifier.classoz10709
internal.identifier.journal793
internal.identifier.document32
internal.identifier.ddc070
internal.identifier.ddc150
dc.source.issuetopicVideo Games as Demanding Technologiesde
dc.identifier.doihttps://doi.org/10.17645/mac.v7i4.2347de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence16
internal.identifier.pubstatus1
internal.identifier.review1
internal.dda.referencehttps://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/2347
ssoar.urn.registrationfalsede


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record