Power Play: How the Need to Empower or Overpower Other Players Predicts Preferences in League of Legends
Honorable MentionAuthors
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.
Research Questions / Practical Problems
Question signals indexed for this paper.
- 100%
Prepare for Trouble and Make It Double: The Power Motive Predicts Pokémon Choices Based on Apparent Strength
CHI '21· Game UX & Player Behavior +1
- 100%
Lies, Deceit, and Hallucinations: Player Perception and Expectations Regarding Trust and Deception in Games
CHI '24· Game UX & Player Behavior +1
- 75%
"An Odd Kind of Pleasure": Differentiating Emotional Challenge in Digital Games
CHI '18· Game UX & Player Behavior +1
- 75%
"Whatever the Emotional Experience, It's Up to Them": Insights from Designers of Emotionally Impactful Games
CHI '21· Game UX & Player Behavior +1
- 75%
Homecoming: Exploring Returns to Long-Term Single Player Games
CHI '21· Game UX & Player Behavior +1
- 75%
(Don't) stand by me: How trait psychopathy and NPC emotion influence player perceptions, verbal responses, and movement behaviours in a gaming task
CHI '22· Game UX & Player Behavior +1
- 75%
Quantifying Wrist-Aiming Habits with A Dual-Sensor Mouse: Implications for Player Performance and Workload
CHI '24· Game UX & Player Behavior
- 75%
From Disorientation to Harmony: Autoethnographic Insights into Transformative Videogame Experiences
CHI '24· Game UX & Player Behavior +1
- 75%
Not All the Same: Understanding and Informing Similarity Estimation in Tile-Based Video Games
CHI '24· Game UX & Player Behavior +1
- 67%
Comparing Measures of Perceived Challenge and Demand in Video Games: Exploring the Conceptual Dimensions of CORGIS and VGDS
CHI '23· Game UX & Player Behavior +2
Based on Jaccard similarity of research subtopics & professions (≥60%)