Paper Type

Complete

Paper Number

1588

Description

Abstract: The proliferation of video games has facilitated an environment where players traverse multiple virtual worlds with relative ease. This study examines the interconnectedness of user behaviors across different gaming platforms. By harnessing a dataset that encompasses multiple games, we examine the extent to which gameplay engagement and social connections within an initially played game exert an influence on behavior patterns in subsequent games. Our research yields three prominent insights. First, we find that a high degree of gameplay engagement in the initially played game is positively associated with increased engagement in subsequent games, suggesting a positive cross-game carryover effect. Second, while social connections within the initially played game bolster within-game user engagement, they simultaneously appear to detract engagement in subsequent games, thereby demonstrating a negative cross-game carryover effect. Third, collaborative context amplifies both cross-game carryover effects related to engagement and social connection.

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Jul 2nd, 12:00 AM

Alice in Land of Games: Investigating the Carryover Effect of Users’ Engagement and Social Connections Across Games

Abstract: The proliferation of video games has facilitated an environment where players traverse multiple virtual worlds with relative ease. This study examines the interconnectedness of user behaviors across different gaming platforms. By harnessing a dataset that encompasses multiple games, we examine the extent to which gameplay engagement and social connections within an initially played game exert an influence on behavior patterns in subsequent games. Our research yields three prominent insights. First, we find that a high degree of gameplay engagement in the initially played game is positively associated with increased engagement in subsequent games, suggesting a positive cross-game carryover effect. Second, while social connections within the initially played game bolster within-game user engagement, they simultaneously appear to detract engagement in subsequent games, thereby demonstrating a negative cross-game carryover effect. Third, collaborative context amplifies both cross-game carryover effects related to engagement and social connection.

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