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Computers in Human Behavior 59 (2016) 173e181

Contents lists available at ScienceDirect

Computers in Human Behavior


journal homepage: www.elsevier.com/locate/comphumbeh

Full length article

The social implications of casual online gaming: Examining the effects


of competitive setting and performance outcome on player
perceptions
Rory McGloin a, *, Kyle S. Hull b, John L. Christensen a
a
Department of Communication, University of Connecticut, 337 Mansfield Rd., Unit 1259, Storrs, CT, 06269, USA
b
Communication Department Aquinas College, 1607 Robinson Rd. S.E., Grand Rapids, MI, 49506, USA

a r t i c l e i n f o a b s t r a c t

Article history: The theory of bounded generalized reciprocity has recently been applied to the study of video games,
Received 17 November 2015 particularly those that offer cooperative and competitive settings. Emphasizing casual online gameplay,
Received in revised form this study investigates how individuals respond to manipulated performance feedback in either a
3 February 2016
competitive or cooperative game play setting. An interaction between competitive setting and perfor-
Accepted 6 February 2016
Available online 12 February 2016
mance feedback was detected on measures of interpersonal liking and perceived competence. Specif-
ically, perceptions of partners and competitors were relatively favorable in the cooperation/success and
competition/failure conditions, respectively. On the other hand, participants rated their partners and
Keywords:
Video games
competitors less favorably during cooperative failure and competitive success, possibly reflecting a
Casual games unique self-serving bias. The results also suggest that individuals in a cooperative setting experience
Bounded generalized reciprocity greater enjoyment than those in a competitive setting. The effectiveness of the two manipulations in this
Competition study may also have important implications for the design of serious or educational games, which often
Cooperation have the goal of strategically motivating players in an attempt to promote desired outcomes.
Performance feedback © 2016 Elsevier Ltd. All rights reserved.

1. Introduction Klimmt, 2003).


As a result of these affordances, casual games provide users easy
Casual games have become one of the most popular genres of access to a unique blend of competition and social interaction
video and computer games on the market, according to the NDP (Whitbourne, Ellenberg, & Akimoto, 2013), producing scenarios in
group's recent retail report (ESA, 2015). This popularity is often which user experience is influenced both by their overall perfor-
attributed to some key characteristics. First, their ubiquity is mance and the manner in which they relate with others. Therefore,
enabled by the ease with which users can access these games an individual's performance may be directly affected by the other
through a variety of mobile and wireless devices. Second, casual players involved, creating a scenario in which reciprocity toward a
games are typically easy to learn (Juul, 2010) and offer relatively teammate is often based solely upon their performance. However,
short levels/challenges (compared to traditional console games), researchers have only begun to investigate the affect that these
allowing users to engage without a substantial time commitment interactions are having on users and their attitudes both toward the
(Slutsky, 2011). Third, many casual social games afford a level of game itself and the other users they are interacting with.
convenience insofar as they can be played asynchronously, mean- Recent research has found support for applying the theory of
ing they do not require players to be in the same session at the same bounded generalized reciprocity (BGR; Yamagishi, Jin, & Kiyonari,
time. Finally, casual games provide an informal venue for social 1999) as a means of explaining the relationship between/within
competition, allowing for personal and social comparisons to occur in-group and out-group players, specifically regarding post-game
(Sherry, Lucas, Greenberg, & Lachlan, 2006; Vorderer, Hartmann, & observations and behaviors toward other players (Velez, 2015;
Velez, Greitemeyer, Whitaker, Ewoldsen, & Bushman, 2014). BGR
predicts that in-group members are expected to reciprocate posi-
* Corresponding author.
tive behaviors towards one another in an effort to protect and
E-mail addresses: rory.mcgloin@uconn.edu (R. McGloin), kyle.hull@aquinas.edu further one's self-interests (Velez, 2015; Yamagishi et al., 1999).
(K.S. Hull), john.christenesen@uconn.edu (J.L. Christensen). However, research in this area has just begun to emerge, and those

http://dx.doi.org/10.1016/j.chb.2016.02.022
0747-5632/© 2016 Elsevier Ltd. All rights reserved.
174 R. McGloin et al. / Computers in Human Behavior 59 (2016) 173e181

that have tested BGR in this context have not taken into account performance feedback is considered a vital element of gameplay
player performance (e.g. in-game success, points accumulated, and experience (Velez, 2012). Previous studies that have applied BGR to
levels achieved) and its potential influence on how others are predict in-group vs. out-group post game reciprocity have yet to
perceived. examine the potential moderating influence of game performance.
The vast majority of casual gaming experiences include at least Considering that both group setting (competitive/cooperative) and
one performance metric output (e.g., score, points, time) that help performance feedback (success/failure) are often the most explic-
gamers make sense of their abilities relative to other players. Pre- itly presented elements of a game play experience, we predict that
vious literature has suggested that such performance feedback may these two variables will have a combined affect on the way in which
be the most valued piece of information in games because it serves an individual perceives partners/competitors. Although a wide
as a marker for an individual's relative success or failure (Velez, variety of interpersonal perceptions have been implicated in
2012). Therefore, it stands to reason that user performance may traditional in-group/out-group interactions, the present research
also influence how they perceive other players involved in the focuses on the two core dimensions of interpersonal perception,
gaming experience. For example, an individual who participates in which are also particularly relevant to the context of performance-
a competitive setting and fails may feel differently toward another oriented social video games: perceived competence and liking of
player as compared to an individual who cooperates on the same the other player (Fiske, Cuddy, & Glick, 2006; Wojciszke, Abele, &
task and succeeds (Wolosin, Sherman, & Till, 1973). Thus, an in- Baryla, 2009).
dividual's perception of the game, self, and other, may be relative to
the specific social characteristics of the game play setting itself, 2.2. Social competition, performance, and perceptions of others in
such as, whether or not they were participating in a competitive or casual games
cooperative setting (e.g., Eastin, 2007; Ewoldsen et al., 2012;
Schmierbach, Xu, Oeldorf-Hirsch, & Dardis, 2012), in conjunction As discussed earlier, online casual gaming offers users the ability
with performance. Therefore, in addition to providing an oppor- to compete and/or cooperate with an unlimited range of other
tunity for social comparison through performance feedback, games players, thus allowing for a vast array of social comparisons.
also provide a forum for users to make and potentially express Vorderer et al. (2003) discuss the interplay of these factors under
interpersonal judgments about the other users they are playing the label “social competition” and define the concept as a process
with. through which a player/team seeks to maximize rewards for the
Furthermore, the level of enjoyment experienced as a result of self/team while simultaneously disadvantaging others. Previous
gameplay may be influenced by these characteristics, such as: research has found that competence and liking are closely related
performance (Jin, 2012; Schmierbach, Chung, Wu, & Kim, 2014), constructs (Singh, Ho, Tan, & Bell, 2007), which should influence
how they participate with others (Schmierbach et al., 2012), or one another in gaming scenarios. Yet, there are key differences
potentially, a combination of these factors. This study sets out to between competitive and cooperative scenarios and these differ-
test the theory of bounded generalized reciprocity by examining ences may impact a users perceptio of liking and competence held
the potential for a unique interaction between performance feed- toward a partner or competitor in different ways.
back and game play settings in social gaming. To test this rela-
tionship, the current study employs a 2 X 2 experimental design in 2.2.1. Competence
which participants are first placed in either a competitive or Competence can generally be defined as the degree to which
cooperative game play setting. Following their gameplay, partici- one can complete tasks proficiently based on their specialized
pant performance feedback (success vs. failure) was manipulated. skills, expertise, and/or intelligence (McCroskey & Teven, 1999).
Within gaming contexts, competence is communicated through
2. Literature review task performance. Competence needs are often fulfilled through
challenges that provide a commonly valued outcome metric (e.g.,
2.1. Bounded generalized reciprocity theory and casual game time, score), so that abilities can be compared between individuals
settings (Deci, Koestner, & Ryan, 1999). Deci and Ryan (1985) suggested that
receiving positive performance feedback directly increases per-
As technology continues to advance, the development of unique ceptions of self-competence. Casual games often provide some
interpersonal connections initiated purely through computer- form of performance-based feedback, which allows for an assess-
mediated interaction is becoming progressively common ment of competence and provides a detailed understanding of the
(Guitton, 2011, 2015). The theory of bounded generalized reci- individual's current skills. Given the ubiquitous nature of perfor-
procity has recently been applied to the study of video games, mance feedback across gaming challenges, players should rely on
particularly those that offer social interactions focused on cooper- these cues to formulate perceptions of self-competence.
ative and competitive gameplay settings. Applying BGR, Velez Perceived competence of another is often relative to individual
(2015) found that the nature of a social relationship created by a performance (Festinger, 1954; Klimmt & Hartmann, 2006), but may
video game encounter seems to be directly influenced by whether also be influenced by the gameplay setting (e.g., cooperative game
the interaction was cooperative or competitive. BGR accurately vs. competitive game). For example, if two people are cooperating on
predicted that a cooperative interpersonal setting would lead to a a task and together they fail to meet their mutual goal, it is likely that
more positive social interaction and more favorable post-game each will pass blame onto the other to satisfy self-interests. In the
behaviors toward the other players during a subsequent pris- context of social gaming, this failure is likely to result in the
oner's dilemma game. Earlier studies by Ewoldsen et al. (2012) and perception that one's partner is incompetent. This notion is
Velez (2012) found similar results, as cooperative game players congruent with BGR insofar as previous research has demonstrated
donated more money to each other than to an opposing out-group that “playing a video game with an unhelpful teammate can
player. Therefore, given the recent support for bounded generalized disconfirm reciprocity expectations of in-group members and lead to
reciprocity theory, an in-game cooperative setting should increase decreases in pro-social behaviors between teammates” (Velez, 2015,
expected positive reciprocity amongst players. p. 488). In contrast, if two people are competing against each other,
However, as noted earlier, users do not play games only for so- the losing party is likely to perceive the winner as highly competent
cial reasons, they also play to compare abilities, which is why because doing so is in one's own best interest. To protect one's own
R. McGloin et al. / Computers in Human Behavior 59 (2016) 173e181 175

ego, the loss can be easily rationalized by convincing oneself that the had won. However, in a competitive setting in which the partici-
winner must have been extraordinarily good at the game if they pant loses, he or she should rate the winning competitor as highly
were able to pull off a win against such a capable competitor (i.e. self) likable because doing so is a strategy that serves to protect one's
(Alicke, LoSchiavo, Zerbst, & Zhang, 1997). Showing deference to the own self-interest given the expectation of reciprocity.
winner means that he or she might possibly reciprocate, which
H2. Game play setting and performance feedback should interact
would enhance one's own feelings of competence. This reasoning is
to predict participant liking of the other player. Participant failure/
in line with BGR in that expectations of pro-social reciprocity should
success should decrease/increase liking for a partner in the coop-
guide perceptions of one's competitor e despite the fact that he or
erative condition. Conversely, participant failure/success should
she is a member of the out-group. Based on this logic, a crossover
increase/decrease liking felt toward a competitor in the competi-
interaction between game play setting and performance feedback is
tive condition.
expected. Specifically, we predict:
H1. Game play setting and performance feedback will interact to
predict participant perceptions of the other player's competence. 2.3. Predicting enjoyment as a result of performance and gameplay
Participant failure/success should decrease/increase perceived setting
competence of a partner in the cooperative condition, respectively.
Conversely, participant failure/success should increase/decrease Vorderer, Klimmt, and Ritterfeld (2004) argue that the experi-
perceived competence of a competitor in the competitive condi- ence of enjoyment is a goal at the heart of users’ media selection and
tion, respectively. consumption. Enjoyment is generally understood to be a pleasur-
able experience or attitude, which stems from affective, behavioral,
and cognitive systems (Nabi & Krcmar, 2004). Previous research has
2.2.2. Liking
shown that gaming performance both directly and indirectly con-
Liking is considered a positive affective state experienced in
tributes to feelings of enjoyment (Grodal, 2000; Klimmt, Hartmann,
relation to another (Berridge, 2003). Historically, research suggests
& Frey, 2007; Rigby & Ryan, 2011; Tamborini et al., 2010). In most
that we like individuals who express liking towards us (Gouldner,
cases, players that perform well tend to like games more (Jin, 2012),
1960). As a result, interpersonal attraction or liking as it is framed
which may be due to an increase in self-efficacy concerning the
in this study, is considered a reciprocal process, a norm amongst in-
gaming context (Trepte & Reinecke, 2011). A study by Bowman,
dividuals to reciprocate positively towards those who have expressed
Weber, Tamborini, and Sherry (2013) found that game perfor-
affection towards them (Gouldner, 1960; Montoya & Insko, 2008).
mance mediates the effect of skill on enjoyment, substantiating that
Thus, the norm of reciprocity as it relates to liking is often concep-
performance is key for understanding enjoyment. Yet in some
tualized as a social exchange and represents an opportunity for two
studies, the finding has not always been evident. For example,
parties to gain some reward or future incentive (Emerson, 1976).
Schmierbach et al. (2014) found that competence has a positive
Previous research has uncovered direct perceptual and behav-
impact on game enjoyment, but the effect became statistically non-
ioral effects resulting from in-game cooperation that are consistent
significant after including a challenge-skill variable (the degree to
with BGR theory, which suggest that in-group bias can result from a
which one was challenged but overcame) as a partial mediator.
cooperative gameplay setting. For example, co-play is known to
On the other hand, research has also identified an influence of
elicit elevated perceptions of relatedness (Tamborini, Bowman,
the social gameplay setting on enjoyment, but like performance,
Eden, Grizzard, & Organ, 2010) and in-game cooperation evokes
the effects are inconsistent. For example, a study by Roskos-
enduring positive feelings toward partners (Velez, Mahood,
Ewoldsen, Rhodes, and Eno (2008) found that multiplayer gaming
Ewoldsen, & Moyer-Guse, 2014). Similarly, Waddell and Peng
is preferred over individual gaming and that those engaged in
(2014) found that cooperation led players to trust their partners
multiplayer gaming would rather engage with others cooperatively.
more during a subsequent prisoner's dilemma task. Greitemeyer
However, relatedness can be achieved through multiple configu-
and Cox (2013) also found cooperative play to increase trust and
rations of social interaction (cooperation/competition) and results
cohesion between players. Therefore, based on BGR theory, in-
have not always supported a relationship between cooperation and
dividuals should perceive a cooperative partner more favorably
increased enjoyment. For example, Vorderer et al. (2003) suggested
than a competitor; however, these previous studies do not take
that competition is a uniquely salient game play element that
personal or team performance into account.
should act to engage the user more than non-competitive forms of
In certain mediated settings, such as online causal games, the
play, subsequently resulting in increased enjoyment. In addition to
performance or competency of others may play an important role
this, other researchers have found no significant differences be-
in how they are assessed (i.e. liking), especially when limited
tween individual and multiplayer based modes of play
additional cues are available to base an interpersonal assessment
(Greitemeyer & Cox, 2013).
upon (Walther, 1996). For example, when a player completes a
Given the inconsistent results surrounding the effects of per-
challenge they are provided with a feedback message or score that
formance and gameplay setting on game enjoyment, we propose
evaluates their performance, which also serves as an indicator of
the following research question:
their competency on the given challenge. These messages or scores
should evoke an emotional reaction within the self and affect RQ1. Will the interaction between performance and game play
perceptions of others because of the social value associated with setting be related to user enjoyment?
the relative success/failure of the performance (Buck, 2014; Juul,
2010). Fry (1976) found that individuals change their perception
of those who succeed, such that they perceive successful others as 3. Method
more powerful and hold more esteem and social interest for them.
The opposite effect was found for those who fail. Based on this 3.1. Participants
research and BGR theory, our predictions for perceived liking are
analogous to the proposed interaction on perceived competence Participants (N ¼ 333) were sampled from an introductory
described earlier. Specifically, if two people are cooperating and communication course at a large northeastern university within
they fail, liking for the other player will be lower than if the team the United States. Participants ranged in age from 18 to 27
176 R. McGloin et al. / Computers in Human Behavior 59 (2016) 173e181

(M ¼ 19.54, SD ¼ 1.34) and were predominantly Caucasian (76%).


The majority of participants were female (55%).

3.2. Procedure

This study utilized a 2 X 2 experimental design in which the


game play setting (cooperation/competition) and performance
feedback (success/failure) were manipulated. Participants who
agreed to participate reported their sex and prior video game
experience information, which was followed by random assign-
ment to either a cooperative or competitive game play scenario. To
enhance validity and experimental control, we chose to utilize a
deception-based paradigm. Although participants were told that
they were either competing against or cooperating with another
person, they in fact played the game independently. A cover story
led participants to believe they were playing an asynchronous,
turn-based game in which the other player (either a competitor or a
teammate) had recently completed the task and that it was now the
participant's turn to play. Participants in the cooperative setting Fig. 1. Performance feedback provided to players in the success condition following
were delivered the following prompt: “You are part of a COOPER- gameplay.
ATIVE effort, so try and score as high as you possibly can so that you
and your partner can SUCCEED! Your mutual goal is to get a com-
bined score that is 60% or higher”. Alternatively, participants in the
competitive setting were delivered a different prompt: “This is a
COMPETITION, so try and score as high as you possibly can so that
you BEAT the other player! This player's final score was 60%”.
Participants were then presented with a customized, flash-
based casual game that was embedded directly into the survey. In
this game, players were presented with a clickable, interactive map
of the United States. The game consisted of 15 rounds of play. In
each round, the player was presented with the name of a landmark
and asked to identify its exact geographic location by using their
mouse to click on the map as quickly as possible. We chose colleges
and universities as landmarks, programming their locations into
the game map based on their exact latitudinal/longitudinal co-
ordinates. To bolster difficulty, schools whose name did not
explicitly identify their location were used (i.e., Brigham Young,
Pepperdine, Xavier). Participants were informed that successful
game performance was dependent upon two factors e selection
speed and geographic accuracy.
Upon completion of the game, participants were randomly Fig. 2. Performance feedback provided to players in the failure condition following
presented with a manipulated performance feedback message. In gameplay.
the success condition, participants were told that they scored 31
percentage points above their goal of 60%. In the failure condition,
Insko (2008). This scale included four items that were measured
participants were told that they scored 31 percentage points below
using a seven point semantic differential scale, which was
their goal of 60% (See Figs. 1 and 2 for stimuli). Finally, participants
composed of the following anchors: pleasant, warm, friendly, and
completed a post gameplay instrument containing manipulations
negative (reverse coded). The scale was reliable (a ¼ .73).
checks and the following measures.

3.3. Measures 3.3.4. Enjoyment


Enjoyment of the game was measured using a previously vali-
3.3.1. Prior video game experience dated enjoyment scale (McGloin, Farrar, & Krcmar, 2013). The scale
Participants reported how often they played video games using consisted of 5 items measured on a 7-point scale (1 ¼ strongly
a 7-point scale ranging from 1 (never) to 7 (daily). disagree, 7 ¼ strongly agree) and was reliable (a ¼ .91). This scale
included items such as: “I liked this game”, “This game was fun”, “I
3.3.2. Perceived competence of other would like to play this game again”, “I wish I could have played the
Perception of the other player's competence was measured with game longer”, “I would recommend this game to a friend”.
three items taken from Pfeffer, Fong, Cialdini, and Portnoy (2006).
“Talented,” “competent”, and “intelligent” represented the positive 3.3.5. Perceived game performance
end of the seven point semantic differential. The scale was reliable A three-item scale was used to measure individual's perceived
(a ¼ .92). game performance. The scale utilized a 7-point scale (1 ¼ strongly
disagree, 7 ¼ strongly agree) and was reliable (a ¼ .92). The scale
3.3.3. Perceived liking of other included the following items: “I performed well”, “My performance
Perceived liking of the other player was measured using a was poor (reverse coded)”, and “Others would be impressed with
slightly modified version of a scale developed by Montoya and my performance”.
R. McGloin et al. / Computers in Human Behavior 59 (2016) 173e181 177

3.4. Statistical analyses perceived competence (p > .05), however, it was significant on
perceived likeability (p < .05, h2p ¼ .02.). Given the significant
All statistical analyses were conducted with SPSS Statistics 22.0 interaction that was identified on both dependent variables, the
(IBM Corp, Armonk, NY, USA). Prior to hypothesis testing, main effects will not be interpreted and the predicted interaction
randomization checks were conducted. Chi-square analysis was can be analyzed.
used to examine whether males and females were balanced across Hypothesis 1 predicted that the interaction would significantly
the four experimental conditions. A two-way ANOVA was con- influence perceptions of the other player's competence. The results
ducted to examine whether the four groups were equivalent in of a two-way ANOVA supported this prediction, F(1, 319) ¼ 59.72,
terms of participants’ prior video game experience. Two t-tests p < .001, h2p ¼ .16. Simple effects indicated that participants
were then conducted to check the effectiveness of the experimental randomly assigned to the cooperative condition perceived the other
manipulations (i.e., cooperation/competition and success/failure). player to be significantly less competent (p < .001) when the team
The hypothesized interactions were tested using MANOVA with sex failed (M ¼ 3.83, SD ¼ 1.04) compared to when the team succeeded
and prior video game experience entered as covariates. Significant (M ¼ 4.88, SD ¼ 1.12). Conversely, among participants assigned to
interaction effects were further explored using ANOVA with simple the competitive condition, perceived competence was significantly
effects follow-up tests to examine between-group differences. higher (p < .001) when the participant failed (M ¼ 4.78, SD ¼ .91)
Sidak correction was applied to account for familywise error. Alpha compared to when the participant succeeded (M ¼ 4.03, SD ¼ 1.08).
was set to .05. Hypothesis 2 predicted that the previously described interaction
between manipulations would have a significant influence on the
4. Results participant's perceived liking of the other player. The results of a
two-way ANOVA supported this prediction, F(1, 325) ¼ 9.95, p < .01,
4.1. Randomization and manipulation checks h2p ¼ .03. Simple effects indicated that, within the cooperative
condition, the other player was perceived to be significantly less
Participants were randomly assigned to one of four conditions, likable (p < .001) when the team failed (M ¼ 4.47, SD ¼ 1.08)
cooperation/success (n ¼ 74), competition/success (n ¼ 92), coop- compared to when the team succeeded (M ¼ 5.08, SD ¼ 1.17).
eration/failure (n ¼ 95), and competition/failure (n ¼ 72). A 2  4 Conversely, within the competitive condition, the other player was
Chi-square analysis revealed that the random assignment was perceived to be more likable when the participant failed (M ¼ 4.68,
successful, such that, the distribution of males and females in each SD ¼ 1.00) compared to when the participant succeeded (M ¼ 4.60,
condition did not significantly deviate from what was expected to SD ¼ .98), although this difference was not statistically significant
occur (c2 (3, N ¼ 333) ¼ 1.08, p > .05, f ¼ .06). A two-way ANOVA (p ¼ .22).
was conducted to test whether the four conditions were balanced Finally, research question 1 explored the interaction between
in terms of prior video game experience. The interaction was non- game play setting and performance outcome on perceived enjoy-
significant, demonstrating the success of the randomization pro- ment. Sex and prior video game experience did not significantly
cedure, F(1, 327) ¼ .32, p ¼ .58, h2p ¼ .00. predict the dependent variable (p > .05). A two-way ANOVA
Using the perceived game performance measure as a dependent revealed that the interaction was not significant, F(1, 325) ¼ .198,
variable, an independent samples t-test confirmed the effective- p ¼ .66, partial h2p ¼ .001. In light of the non-significant interaction
ness of the performance feedback manipulation. Participants who and given the mixed results of previous research for enjoyment, it is
received a success feedback message (M ¼ 6.38, SD ¼ 1.27) reported important to consider the main effects to better understand why
that their performance was significantly better (t(323) ¼ 28.30, the interaction failed. The main effect of manipulated performance
p < .001; d ¼ 3.24) than those participants who were in the failure feedback on enjoyment was not significant F(1, 325) ¼ 3.65,
feedback message condition (M ¼ 1.82, SD ¼ 1.53). It was also ex- p ¼ .057, h2p ¼ .011, but participants did report enjoying the game
pected that those individuals who were placed in a competitive more when succeeding (M ¼ 4.38, SD ¼ 1.53) than when failing
game setting would perceive the game to be more competitive than (M ¼ 4.10, SD ¼ 1.69). However, the main effect of gameplay setting
individuals who were placed in a cooperative game setting. Despite on enjoyment was significant F(1, 325) ¼ 6.65, p < .05, h2p ¼ .02.
the lack of actual interpersonal interaction, the results of an inde- Individuals in the cooperative setting reported significantly greater
pendent samples t-test confirmed that the manipulation of game enjoyment (M ¼ 4.45, SD ¼ 1.60) than their counterparts in the
play setting was successful (t(330) ¼ 6.46, p < .001; d ¼ .70) as competitive setting (M ¼ 4.02, SD ¼ 1.61).
participants in the competition condition experienced significantly
higher levels of competitiveness (M ¼ 4.40, SD ¼ 1.93) compared to 5. Discussion
those participants in the cooperative game play condition
(M ¼ 3.08, SD ¼ 1.80). Therefore, both of the experimental ma- This study extends the application of bounded generalized
nipulations were successful. reciprocity in two specific ways. First, this study applied BGR to an
asynchronous gaming scenario in which participants were placed
4.2. Primary analyses in a cooperative or competitive setting, yet never actually inter-
acted with another person. This was a unique application of the
Hypotheses 1 and 2 predicted that a significant interaction BGR theory and the results of this study replicated previous find-
would exist between game play condition and performance feed- ings, supporting the phenomenon of in-group favoritism predicted
back on the perceived competence (H1) and perceived likeability by BGR. However, the role of reciprocal in-group favoritism was
(H2) of the other player. The results of a MANOVA demonstrated most influential under one condition e when their team was
that there was a significant interaction effect on both perceived perceived as being successful. This finding extends the future
competence and perceived likeability, Wilks’ l ¼ .842, F(2, application of BGR as it suggests that performance should also be
318) ¼ 29.78, p <.001, h2p ¼ .16. The covariates of sex and prior video considered as an important factor in the reciprocation process. The
game experience did not significantly predict either of the depen- second goal of this study was to examine the influence of perfor-
dent variables (p > .05). Additionally, there was no main effect of mance on the relationship between group setting and perceptions
game play condition on either of the dependent variables (p > .05). of the other player, specifically regarding competence and liking.
The main effect of performance condition was not significant on The results of this study found support for a significant interaction
178 R. McGloin et al. / Computers in Human Behavior 59 (2016) 173e181

between gameplay setting and performance on both of these out- engaging in competitive play. Competition is inherently linked with
comes. These findings have both theoretical implications for BGR threat; therefore, cooperating with another should reduce per-
and practical implications for person perception as it relates to ceptions of threat and increase enjoyment because one is less
social game play, each discussed below. susceptible to individual loss or blame of failure.
On the other hand, our finding regarding enjoyment runs
5.1. Theoretical implications counter to recent video game research conducted by Schmierbach
et al. (2012) who reported higher mean enjoyment scores among
First, as recently discovered by Velez (2015), BGR can be tested competing players compared to cooperating players. A possible
and supported in novel settings that move beyond traditional explanation for the different pattern of results is related to the
experimental designs based on the minimal group paradigm. As operationalization of the cooperative game setting in that study.
Velez (2015) reported, video games provide both a social grouping The findings of Schmierbach et al. (2012) are based on the game
and a social interaction that can have strong implications on sub- play of Madden ’08, an American football simulator. It is difficult to
sequent behaviors towards other players due to interdependence. balance in-game participation for cooperative players given that
In this study, we found support for this claim and provide addi- whoever occupies the quarterback role controls the majority of the
tional evidence that this effect is not limited to face-to-face inter- in-game decision-making. Thus, games such as this may not be
action. Further, this study is the first to demonstrate that this effect ideal stimuli for accurately looking at the effects of a cooperative
can occur even when participants are led to believe that they are setting. However, the game used in the current study avoided
playing against another human but, in fact, another player does not these issues by enabling players to offer equal contributions within
exist. The deception-based paradigm utilized in this study can the cooperative condition. Therefore, we believe the balance of
therefore be viewed as a strength insofar as it evokes a more player input improves the overall reliability of our stimulus game,
stringent test of BGR theory. The fact that the hypothesized effects which further substantiates the strength of our findings relative to
emerged in this very unique context underscores the strength of previous research. The results of this study suggest that in casual
BGR as a guiding framework. Even when there is no explicit social games that offer balanced play opportunities, cooperation be-
interaction, people behave in ways that mimic face-to-face in- tween two players should offer more opportunity for reciprocal
teractions as characterized by BGR. benefits and thus lead to increased favoritism. Paired with the
In addition to this unique extension of the theory and its inherent human need for group membership, and millennials’
application, the results of this study also identified the impor- preference for cooperative working conditions (Myers &
tance of performance when applying BGR to social video game Sadaghiani, 2010), we suggest that cooperation should be
research questions. Specifically, the results of this study demon- considered to increase the level of enjoyment, because playing
strated that there is an interaction effect between game play with someone fosters greater relatedness than competing alone
setting (competitive vs. cooperative) and performance (failure vs. against another.
success), which in turn had a significant influence on perceptions
of another game player's competence and likeability. When the 5.1.1. Implications on person perception post game play
participant succeeded, the pattern of results is in line with what The interaction between the successful manipulation of per-
might be described as a typical in-group favoritism effect. In- formance outcome and game play setting proved to be useful in
group members (i.e., teammates) were assigned ratings that understanding interpersonal perceptual effects in an online casual
were more favorable and positive than those assigned to out- game setting. Ratings of the other player (partner or competitor)
group members (i.e., competitors). But interestingly, this pattern were favorable under two circumstances; when the participant
flipped when the participant failed. In this case, out-group succeeded at a cooperative task and when the participant failed at a
members were rated as more favorable and positive than in- competitive task. In contrast, ratings of the other player were
group members. This pattern reversal is consistent with BGR, relatively unfavorable when the participant failed at a cooperative
which posits that the in-group favoritism effect should disappear task and succeeded at a competitive task.
when an expectation of reciprocity exists between in-group and Individuals, especially Americans, are highly motivated to
out-group members. cast themselves in a positive light whenever possible (Heine,
In this study, the expectation of reciprocity was elicited by the Lehman, Markus, & Kitayama, 1999). Individuals have a need
performance feedback manipulation. Therefore, in the context of to be perceived as successful by others and want to perceive
online casual games, this finding suggests that reciprocal actions themselves as skilled, especially with respect to personally
towards others are not only predicted by in- or out-group associ- salient tasks. Therefore, receiving feedback about one's superior
ations, but also by an individual's performance. As such, we status should lead to strong feelings of competence, self-esteem,
recommend that future applications of BGR take into account and pride. Looking down upon one's competitor likely maxi-
performance outcomes as it may shed additional light on the nu- mizes feelings of self-worth and ability. A previous study by
ances of interpersonal interaction that occur in social gaming Rigby and Ryan (2011) also identified this relationship, such that,
contexts. Moreover, we believe that the moderating effect of per- video game task mastery results in the perception of self-
formance on social perceptions and behavior does not necessarily confidence, which was also in line with other past findings
have to be limited to video game contexts. Moving forward, the (Reeve & Deci, 1996).
integration of performance into BGR theorizing could possibly On the other hand, the results of the current study found that
extend to other contexts that involve cooperation and/or compe- perceived failure in a competitive setting leads to the admiration of
tition (e.g., organized sports; corporate operations). It would be others in the form of elevated levels of perceived competence and
extremely valuable to gain a deeper understanding of how pro- liking. This finding is supported by previous research from Fes-
social and anti-social behavior is influenced by the interplay of tinger who suggested that the perception of self is inherently linked
competition, cooperation, success, and failure in these unique and with the surrounding milieu, such that as self-perception of self-
socially meaningful contexts. competence shrinks, the perception of other-competence often
Finally, the interaction did not hold true for game enjoyment. inflates, otherwise a state of dissonance may result (Festinger,
However, a post-hoc analysis showed that enjoyment was higher 1954). Similarly, Alicke et al. (1997) found that when one is
among those assigned to the cooperative setting compared to those beaten in an intellectual task, an individual may inflate the
R. McGloin et al. / Computers in Human Behavior 59 (2016) 173e181 179

perception of another in an exaggerated way (they must be a interactive games. Our flash based game allowed for relatively
genius) for the protection of self. limited interactivity, simply requiring the participant to point and
The interaction between perceived performance and game play click every few seconds. A post-hoc t-test revealed that there was
setting also had a significant impact on perceptions of others. no difference in experienced enjoyment between participants who
Specifically, perceptions of the other player were relatively favor- played games a lot versus those who did not play very often or at
able in the cooperation/success condition, which is not surprising all. Nonetheless, a more engaging and interactive game may have
because, when a team wins, all members can share in the success. allowed for a better test of our enjoyment research question. Future
In fact, feelings of relatedness to a competent in-group member research should examine the pattern of results found in this study
may serve to protect or even heighten one's own favorable social when applied to other gaming genres.
status (Cialdini et al., 1976). On the other hand, this study found that We also recognize that the specific game used in this study was
participants rated their partners less favorably when the team largely knowledge-based, requiring the player to have at least some
failed to meet its goal, possibly reflecting a unique self-serving bias. basic familiarity with US geography and universities. This is in
The implication of this finding seems to suggest that it is easier to contrast to many casual games that do not require overt knowledge
pass blame onto a teammate following a loss if there is a relatively for success, but instead rely solely upon hand-eye coordination
weak interpersonal tie between the teammates. Wolosin et al. and/or reaction time. Generalizability of the findings to other game
(1973) discovered a similar finding, reporting that players in a genres is therefore limited to some degree. It remains unknown
cooperative scenario who failed were significantly more likely to whether the inclusion of a knowledge element impacted our
blame their partners for the failure. This result is further supported findings and, if so, how. It is quite plausible that knowledge-based
by the human tendency to attribute personal failure to external social games could affect perceptions of competence and liking in
factors that cannot be controlled (Wortman, Costanzo, & Witt, ways that differ from games that do not require prior knowledge. It
1973). This finding has important implications for anyone could be argued that intelligence and educational attainment are
involved in team or group activities as it suggests that interpersonal much stronger indicators of “success” compared to hand-eye co-
relationships may be strained as a result of a failed team effort. This ordination. The implicit social hierarchy is incredibly complex and
finding also has implications for future research to determine if multidimensional, largely based on what each individual perceives
these findings remain consistent in other contexts, such as team as a salient interpersonal event (Floyd & Afifi, 2011). This further
sports or group activities. exacerbates the issue of what “skill” is actually valuable enough to
result in significantly altered perceptions. Based on our results, the
5.2. Limitations and future directions current skills engaged (e.g., knowledge and speed) were enough to
initiate considerations of the perceived social hierarchy. In an
In previous applications, such as the studies noted above, the attempt to gain insight in this area and address concerns of
theory of bounded generalized reciprocity has used monetary do- generalizability, future research should test the potential moder-
nations to others as a measure of positive behavior towards ating effect of game genre, including knowledge and trivia-based
another. However, the theory is intended to encompass all tangible casual social games such as Trivia Crack.
or intangible favors that may be exchanged in a group setting This study was limited to a single point of measurement. It
(Velez, Greitemeyer, et al., 2014; Velez, Mahood, et al., 2014; would be valuable to understand how enjoyment and interpersonal
Yamagishi et al., 1999; Yamagishi & Kiyonari, 2000). In this study, perceptions change over repeated interactions within casual online
we examined perceptual favors, including positive evaluations of games. More specifically, at what point do certain effects plateau or
another's competence and the individual's liking of the other even begin to change direction? Researchers should consider
player. examining the developmental trajectory of casual gaming friend-
It is also important to acknowledge that the performance ships, making comparisons between dyads of differing relational
feedback messages were designed specifically for this study and are strength (e.g., players that have been matched randomly; those
not taken directly from an existing game. Recall that participants in who have played together many times before).
the success condition were told that they exceeded their target Future research might also consider extending upon these
score by 31% whereas participants in the failure condition were told findings by investigating the nuanced ways in which people decide
they missed their mark by an equal deficit. The distance above and whether to continue playing with a specific player versus termi-
below the target score was held constant in an attempt to mirror nating a relationship and moving on to another player deemed a
performance feedback manipulations commonly used in better match. The results of the current study tell us that people
deception-oriented psychological research (see Kluger & DeNisi, look down upon the other player in success/competition and fail-
1996 for a review). Although this strategy enhances internal val- ure/cooperation contexts e but how many rounds of play does it
idity, we recognize that it does so at the expense of external val- take before declines in liking and perceived competence lead to an
idity. It therefore remains unclear to what degree the observed unwillingness to play with this person again?
effects would be attenuated (or exacerbated) due to a decrease (or Finally, it is important to recognize that this study utilized a
increase) in the distance between one's desired and actual score. convenience sample of undergraduate students and thus the
Future research could address this limitation by adding additional generalizability of these findings to the larger population of causal
performance feedback conditions with the goal of maximizing game players may be limited. These participants generally consti-
granularity (i.e., 20%, 30%, and 40% above and below the target tute the most competent and experienced Internet and social me-
score). Despite these limitations, we observed evidence of suc- dia users. Therefore, expansion into less technologically savvy
cessful manipulations and the findings associated with these ma- demographic groupings could lead to differing results.
nipulations were in line with our predictions.
Just as with the performance feedback messages, the gaming 6. Conclusion
challenge itself was designed for this experiment. Although the
game was effective in placing participants into an interpersonally The casual gaming industry has been capturing the attention of
competitive mindset resulting in relevant perceptual outcomes, the new users, investors, designers, and advertisers over the past
game itself may not be generally entertaining enough to elicit several years (Slutsky, 2011). Therefore, despite their name, casual
higher levels of enjoyment that might compare to other, more games likely possess the ability to seriously affect users and their
180 R. McGloin et al. / Computers in Human Behavior 59 (2016) 173e181

perceptions of self and others. The findings of this study suggest performance: a historical review, a meta-analysis, and a preliminary feedback
intervention theory. Psychological Bulletin, 119(2), 254e284. http://dx.doi.org/
that both perceived game performance and competitive game play
10.1037/0033-2909.119.2.254.
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the gameplay and other players. Therefore, the results of this study its measurement. Communication Monographs, 66(1), 90e103. http://dx.doi.org/
also help to shed new light onto the implications that games may be 10.1080/03637759909376464.
McGloin, R., Farrar, K., & Krcmar, M. (2013). Video games, immersion, and cognitive
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Cyberpsychology, Behavior, and Social Networking, 16(12), 892e897. http:// Dr. McGloin's research is focused on the effects of media interactions. In particular, he
dx.doi.org/10.1089/cyber.2012.0705. is interested in the process by which individuals interact with a mediated environment
Wojciszke, B., Abele, A. E., & Baryla, W. (2009). Two dimensions of interpersonal and the subsequent affect those interactions have on their perceptions of certain
attitudes: liking depends on communion, respect demands agency. European outcomes; such as, perceived realism, immersion, enjoyment, and trustworthiness.
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on responsibility attribution after success and failure. Journal of Experimental Dr. Hull is an assistant professor in the Communication Department at Aquinas College.
Social Psychology, 9, 220e235. http://dx.doi.org/10.1016/0022-1031(73)90011-5. His research interests include person-perception, nonverbal communication, and the
Wortman, C. B., Costanzo, P. R., & Witt, T. R. (1973). Effect of anticipated perfor- interpersonal dynamics of competitive and persuasive interactions.
mance on the attributions of causality to self and other. Journal of Personality
and Social Psychology, 27(3), 372e381. http://dx.doi.org/10.1037/h0034949.
Yamagishi, T., Jin, N., & Kiyonari, T. (1999). Bounded generalized reciprocity: Ingroup Dr. Christensen is an assistant professor in the Department of Communication at the
boasting and ingroup favoritism. Advances in Group Processes, 16, 161e197. University of Connecticut. His research interests include the production and evaluation
Yamagishi, T., & Kiyonari, T. (2000). The group as the container of generalized of interactive movies, video games, and virtual reality applications that provide in-
reciprocity. Social Psychology Quarterly, 63(2), 116e132. Retrieved from http:// dividuals with experience making healthy, contextualized choices in virtual worlds
jstor.org/stable/2695887. simulating real-life social interaction.

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