Gaming Together: When an Imaginary World Affects Generalized Trust
In: Journal of information technology & politics: JITP, Band 12, Heft 1, S. 54-73
ISSN: 1933-169X
To disentangle the causal relationship between generalized trust and social experiences in a digitalized world, this article employs a three-wave, self-selected panel study following 533 players from the Massively Multiplayer Online Role-Playing Game (MMORPG), World of Warcraft (WoW), over 10 months. Focusing on whether generalized trust can be shaped by the social experiences one makes throughout a lifetime, this study finds a strong relationship between joining or exiting a voluntary association-like environment within the game and changes in generalized trust. Starting to play together in voluntary association-like environments is positively related to increases in generalized trust, while exiting is associated with a decrease in generalized trust. Hence, contrary to other recent studies on associations' ability to affect generalized trust, this study demonstrates effects on generalized trust when studying social encounters within an MMORPG. In other words, a social experience such as gaming together seems to affect generalized trust positively. Adapted from the source document.