10.1145/3313831.3376193acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article
Honorable Mention

Power Play: How the Need to Empower or Overpower Other Players Predicts Preferences in League of Legends

Online:23 April 2020Publication History

ABSTRACT

The power motive describes our need to have an impact on others. Relevant in contexts such as sports, politics, and business, the power motive could help explain experiences and behaviours in digital games. We present four studies connecting the power motive to role and champion type choices in the MOBA game League of Legends (LoL). In Study1 we demonstrate that overall power motive does not predict role preferences. In Study2 we develop a 6-item-scale distinguishing between two facets of power in game settings: prosociality (empowering others) and dominance (overpowering others). In Study3 we show that prosociality and dominance uniquely predict role preferences for Support and Top Lane. In Study4 we demonstrate that champion type choice (tank, fighter, slayer, controller) is uniquely predicted by dominance and prosociality. We provide insight on how the wish for vertical interactions with other players-the power motive-can influence player interactions in multiplayer games.

Supplemental Material

a66-poeller-presentation.mp4

References

  1. Icek Ajzen and Martin Fishbein. 1977. Attitude behavior relations: A theoretical analysis and review of empirical research. Psychological Bulletin 84, 5: 888--918. https://doi.org/10.1037/0033--2909.84.5.888Google ScholarGoogle ScholarCross RefCross Ref
  2. Philipp Alsleben. 2008. Das Bedürfnis nach Freiheit. Selbstintegration als viertes Basismotiv. [The Need for Autonomy. Self-integration as a Fourth Basic Motive]. VDM-Verlag, Saarbrücken.Google ScholarGoogle Scholar
  3. Philipp Alsleben and Julius Kuhl. 2011. Touching a person's essence: Using implicit motives as personal resources in counseling. In Handbook of motivational counseling: Motivating People for Change (2nd ed.), W. Miles Cox and Eric Klinger (eds.). Wiley, Chichester, UK, 109--131.Google ScholarGoogle Scholar
  4. Cameron Anderson, John Angus D. Hildreth, and Laura Howland. 2015. Is the desire for status a fundamental human motive? A review of the empirical literature. Psychological Bulletin 141, 3: 574--601. https://doi.org/10.1037/a0038781Google ScholarGoogle ScholarCross RefCross Ref
  5. Avi Assor. 1989. The power motive as an influence on the evaluation of high and low status persons. Journal of Research in Personality 23, 1: 55--69. https://doi.org/https://doi.org/10.1016/00926566(89)90033Google ScholarGoogle ScholarCross RefCross Ref
  6. Mary Elizabeth Ballard and Kelly Marie Welch. 2017. Virtual Warfare: Cyberbullying and CyberVictimization in MMOG Play. Games and Culture 12, 5: 466--491. https://doi.org/10.1177/1555412015592473Google ScholarGoogle ScholarCross RefCross Ref
  7. Nicola Baumann, Monischa B. Chatterjee, and Petra Hank. 2016. Guiding others for their own good: Action orientation is associated with prosocial enactment of the implicit power motive. Motivation and Emotion 40, 1: 56--68. https://doi.org/10.1007/s11031-015--9511-0Google ScholarGoogle ScholarCross RefCross Ref
  8. Roy F. Baumeister and Leary Mark R. 1995. Need To Belong: Desire for interpersonal attachments as a fundamental human motivation. Psychological Bulletin 117, 3: 497--529.Google ScholarGoogle ScholarCross RefCross Ref
  9. Anthony Bean and Gary Groth-Marnat. 2014. Video gamers and personality: A five-factor model to understand game playing style. Psychology of Popular Media Culture 5, 1: 27--38. https://doi.org/10.1037/ppm0000025Google ScholarGoogle ScholarCross RefCross Ref
  10. Peter Borkenau and Fritz Ostendorf. 1993. NEOFünf-Faktoren Inventar (NEO-FFI). Hogrefe, Göttingen.Google ScholarGoogle Scholar
  11. Richard E. Boyatzis. 1973. Affiliation Motivation. In Human motivation: A book of readings, David C. McClelland and Robert S. Steele (eds.). General Learning Corporation, Morristown, N.J., 252--276.Google ScholarGoogle Scholar
  12. Gernot von Collani and Philipp Y. Herzberg. 2003. Eine revidierte Fassung der deutschsprachigen Skala zum Selbstwertgefühl von Rosenberg [Revised Version of the German Rosenberg SelfEsteem Scale]. Zeitschrift für Differentielle und Diagnostische Psychologie 24, 1: 3--7. https://doi.org/10.1024//0170--1789.24.1.3Google ScholarGoogle ScholarCross RefCross Ref
  13. Amely Drescher and Oliver C. Schultheiss. 2016. Meta-analytic evidence for higher implicit affiliation and intimacy motivation scores in women, compared to men. Journal of Research in Personality 64: 1--10. https://doi.org/10.1016/j.jrp.2016.06.019Google ScholarGoogle ScholarCross RefCross Ref
  14. Jules L. Ellis. 2013. A standard for test reliability in group research. Behavior Research Methods 45, 1: 16--24. https://doi.org/10.3758/s13428-012-0223-zGoogle ScholarGoogle ScholarCross RefCross Ref
  15. Entertainment Software Association. 2017. Essential Facts about the computer and video game industry. Retrieved September 19, 2019 from https://www.theesa.com/esa-research/2017essential-facts-about-the-computer-and-videogame-industry/Google ScholarGoogle Scholar
  16. Forbes. 2016. Riot Games Reveals ?League of Legends" Has 100 Million Monthly Players. Retrieved September 19, 2019 from https://www.forbes.com/sites/insertcoin/2016/09/13 /riot-games-reveals-league-of-legends-has-100million-monthly-players/Google ScholarGoogle Scholar
  17. Irene H. Frieze and Bonka S. Boneva. 2001. Power motivation and motivation to help others. In The use and abuse of power: Multiple perspectives on the causes of corruption. 75--89.Google ScholarGoogle Scholar
  18. Adrian Furnham. 1986. Response bias, social desirability and dissimulation. Personality and Individual Differences 7, 3: 385--400. https://doi.org/10.1016/0191--8869(86)90014-0Google ScholarGoogle ScholarCross RefCross Ref
  19. Riot Games. 2017. Riot Games. Taking another look at subclasses. Retrieved September 19, 2019 from https://na.leagueoflegends.com/en/news/gameupdates/gameplay/taking-another-look-subclassesGoogle ScholarGoogle Scholar
  20. Riot Games, Inc. 2009. League of Legends. Game [PC]. (27 October 2009). Riot Games, Los Angeles, California, U.SGoogle ScholarGoogle Scholar
  21. Riot Games. 2016. Riot Games. League of Legends Champion List. Retrieved September 19, 2019 from https://universe.leagueoflegends.com/en_US/champ ions/Google ScholarGoogle Scholar
  22. Adam M. Grant and Justin M. Berg. 2011. Prosocial Motivation at Work. Oxford University Press. https://doi.org/10.1093/oxfordhb/9780199734610.0 13.0003Google ScholarGoogle Scholar
  23. Frederik De Grove, Verolien Cauberghe, and Jan Van Looy. 2014. Development and Validation of an Instrument for Measuring Individual Motives for Playing Digital Games. Media Psychology 3269, December: 1--25. https://doi.org/10.1080/15213269.2014.902318Google ScholarGoogle Scholar
  24. Emily E. Haroz, Laura K. Murray, Paul Bolton, Theresa Betancourt, and Judith K. Bass. 2013. Adolescent Resilience in Northern Uganda: The Role of Social Support and Prosocial Behavior in Reducing Mental Health Problems. Journal of Research on Adolescence 23, 1: 138--148. https://doi.org/10.1111/j.1532--7795.2012.00802.xGoogle ScholarGoogle ScholarCross RefCross Ref
  25. Craig A. Hill. 1987. Affiliation Motivation: People Who Need People ... But in Different Ways. Journal of Personality and Social Psychology 52, 5: 1008--1018. https://doi.org/10.1037/00223514.52.5.1008Google ScholarGoogle ScholarCross RefCross Ref
  26. Jan Hofer, Holger Busch, Michael Harris Bond, Domingo Campos, Ming Li, and Ruby Law. 2010. The implicit power motive and sociosexuality in men and women: Pancultural effects of responsibility. Journal of Personality and Social Psychology 99, 2: 380--394. https://doi.org/10.1037/a0020053Google ScholarGoogle ScholarCross RefCross Ref
  27. Johan Huizinga. 1955. Homo Ludens: A Study of the Play-Element in Culture. Beacon Press, Boston.Google ScholarGoogle Scholar
  28. Douglas N. Jackson. 1984. Personality Research Form. Sigma Assessment Systems, Port Huron, MI.Google ScholarGoogle Scholar
  29. Dacher Keltner, Deborah H. Gruenfeld, and Cameron Anderson. 2003. Power, approach, and inhibition. Psychological Review 110, 2: 265--284. https://doi.org/10.1037/0033--295X.110.2.265Google ScholarGoogle ScholarCross RefCross Ref
  30. Hansung Kim and Madeleine Stoner. 2008. Burnout and turnover intention among social workers: Effects of role stress, job autonomy and social support. Administration in Social Work 32, 3: 5--25. https://doi.org/10.1080/03643100801922357Google ScholarGoogle ScholarCross RefCross Ref
  31. Julius Kuhl. 1999. Der Motiv-Umsetzungs-Test (MUT) [The motive-enactment-test(MET)]. Unpublished questionnaire. University of Osnabrück, Osnabrück, Germany.Google ScholarGoogle Scholar
  32. Julius Kuhl. 2013. Auswertungsmanual für den Operanten Multi-Motiv-Test (OMT). Vollständig revidierte Fassung 2013. [Scoring Manual for the Operant Multi-Motive-Test (OMT). Completely revised version 2013]. Sonderpunkt Wissenschaftsverlag, Münster, Germany.Google ScholarGoogle Scholar
  33. Julius Kuhl and David Scheffer. 1999. Der operante Multi-Motiv-Test (OMT): Manual [Scoring manual for the operant multi-motive test (OMT)]. University of Osnabrück, Osnabrück, Germany.Google ScholarGoogle Scholar
  34. Avonne Mason and Virginia Blankenship. 1987. Power and affiliation motivation, stress, and abuse in intimate relationships. Journal of Personality and Social Psychology 52, 1: 203--210. https://doi.org/10.1037/0022--3514.52.1.203Google ScholarGoogle ScholarCross RefCross Ref
  35. Winter Mason and Siddharth Suri. 2012. Conducting behavioral research on Amazon's Mechanical Turk. Behavior Research Methods 44, 1: 1--23. https://doi.org/10.3758/s13428-011-0124--6Google ScholarGoogle ScholarCross RefCross Ref
  36. Allan Mazur and Alan Booth. 1998. Testosterone and dominance in men. Behavioral and Brain Sciences 21, 03. https://doi.org/10.1017/S0140525X98001228Google ScholarGoogle ScholarCross RefCross Ref
  37. David C. McClelland. 1985. How motives, skills, and values determine what people do. American Psychologist 40, 7: 812--825. https://doi.org/10.1037/0003-066X.40.7.812Google ScholarGoogle ScholarCross RefCross Ref
  38. David C. McClelland. 1987. Human motivation. Cambridge University Press, New York.Google ScholarGoogle Scholar
  39. David C McClelland. 1973. The two faces of power. Human Motivation: A Book of Readings 24, 1: 300--316.Google ScholarGoogle Scholar
  40. David C. McClelland, John W. Atkinson, Russell A. Clark, and Edgar L. Lowell. 1953. The achievement motive. Appleton-Century-Crofts, East Norwalk, CT. https://doi.org/10.1037/11144-000Google ScholarGoogle Scholar
  41. David C. McClelland and Richard E. Boyatzis. 1982. Leadership motive pattern and long-term success in management. Journal of Applied Psychology 67, 6: 737--743. https://doi.org/10.1037/0021--9010.67.6.737Google ScholarGoogle ScholarCross RefCross Ref
  42. David C. McClelland, Richard Koestner, and Joel Weinberger. 1989. How do self-attributed and implicit motives differ? Psychological Review 96, 4: 690--702. https://doi.org/10.1037/0033295X.96.4.690Google ScholarGoogle ScholarCross RefCross Ref
  43. Thea F. van de Mortel. 2008. Faking it?: social desirability response bias in self- report research. Australian Journal of Advanced Nursing 25, 4: 40-- 48.Google ScholarGoogle Scholar
  44. Lennart E. Nacke, Chris Bateman, and Regan L. Mandryk. 2014. BrainHex: A neurobiological gamer typology survey. Entertainment Computing 5, 1: 55--62. https://doi.org/10.1016/j.entcom.2013.06.002Google ScholarGoogle ScholarCross RefCross Ref
  45. John G. Nicholls. 1984. Achievement motivation: Conceptions of ability, subjective experience, task choice, and performance. Psychological Review 91, 3: 328--346. https://doi.org/10.1037/0033295X.91.3.328Google ScholarGoogle ScholarCross RefCross Ref
  46. Susanne Poeller, Max V. Birk, Nicola Baumann, and Regan L. Mandryk. 2018. Let Me Be Implicit: Using Motive Disposition Theory to Predict and Explain Behaviour in Digital Games. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI'18: 1--15. https://doi.org/10.1145/3173574.3173764Google ScholarGoogle Scholar
  47. Rabindra A. Ratan, Nicholas Taylor, Jameson Hogan, Tracy Kennedy, and Dmitri Williams. 2015. Stand by Your Man: An Examination of Gender Disparity in League of Legends. Games and Culture 10, 5: 438--462. https://doi.org/10.1177/1555412014567228Google ScholarGoogle ScholarCross RefCross Ref
  48. Felix D. Schönbrodt and Friederike X. R. Gerstenberg. 2012. An IRT analysis of motive questionnaires: The Unified Motive Scales. Journal of Research in Personality 46, 6: 725--742. https://doi.org/10.1016/j.jrp.2012.08.010Google ScholarGoogle ScholarCross RefCross Ref
  49. Julia Schüler, Veronika Brandstätter, Mirko Wegner, and Nicola Baumann. 2015. Testing the convergent and discriminant validity of three implicit motive measures: PSE, OMT, and MMG. Motivation and Emotion 39, 6: 839--857. https://doi.org/10.1007/s11031-015--9502--1Google ScholarGoogle ScholarCross RefCross Ref
  50. Oliver C. Schultheiss, Kenneth L. Campbell, and David C. McClelland. 1999. Implicit power motivation moderates men's testosterone responses to imagined and real dominance success. Hormones and Behavior 36, 3: 234--241. https://doi.org/10.1006/hbeh.1999.1542Google ScholarGoogle ScholarCross RefCross Ref
  51. Kenneth Shores, Yilin He, Kristina L. Swanenburg, Robert Kraut, and John Riedl. 2014. The identification of deviance and its impact on retention in a multiplayer game. Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW: 1356--1365. https://doi.org/10.1145/2531602.2531724Google ScholarGoogle ScholarDigital LibraryDigital Library
  52. Felix Suessenbach, Steve Loughnan, Felix D. Schönbrodt, and Adam B. Moore. 2019. The Dominance, Prestige, and Leadership Account of Social Power Motives. European Journal of Personality 33, 1: 7--33. https://doi.org/10.1002/per.2184Google ScholarGoogle ScholarCross RefCross Ref
  53. David G. Winter. 1973. The power motive. Free Press, New York.Google ScholarGoogle Scholar
  54. David G. Winter. 1987. Leader Appeal, Leader Performance, and the Motive Profiles of Leaders and Followers: A Study of American Presidents and Elections. Journal of Personality and Social Psychology 52, 1: 196--202. https://doi.org/10.1037/0022--3514.52.1.196Google ScholarGoogle ScholarCross RefCross Ref
  55. David G. Winter. 1991. A motivational model of leadership: Predicting long-term management success from TAT measures of power motivation and responsibility. The Leadership Quarterly 2, 2: 67--80. https://doi.org/10.1016/10489843(91)90023-UGoogle ScholarGoogle ScholarCross RefCross Ref
  56. Nick Yee. 2015. Quantic Foundry. Retrieved September 12, 2017 from http://quanticfoundry.com/#motivation-modelGoogle ScholarGoogle Scholar
  57. Nick Yee, Nicolas Ducheneaut, Les Nelson, and Peter Likarish. 2011. Introverted elves & conscientious gnomes: The expression of personality in World of Warcraft. Conference on Human Factors in Computing Systems Proceedings: 753--762. https://doi.org/10.1145/1978942.1979052Google ScholarGoogle ScholarDigital LibraryDigital Library
  58. Eileen L. Zurbriggen. 2000. Social motives and cognitive power--sex associations: Predictors of aggressive sexual behavior. Journal of Personality and Social Psychology 78, 3: 559--581. https://doi.org/10.1037/0022--3514.78.3.559Google ScholarGoogle ScholarCross RefCross Ref

Index Terms

  1. Power Play: How the Need to Empower or Overpower Other Players Predicts Preferences in League of Legends

          Comments

          Login options

          Check if you have access through your login credentials or your institution to get full access on this article.

          Sign in

          PDF Format

          View or Download as a PDF file.

          PDF

          eReader

          View online with eReader.

          eReader

          HTML Format

          View this article in HTML Format .

          View HTML Format
          About Cookies On This Site

          We use cookies to ensure that we give you the best experience on our website.

          Learn more

          Got it!