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Intergroup contact, contact heterogeneity, and cross-group friendship: evidence from a global prosocial mobile game

delete2026-01-29
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OA
AI
J
Jack Lipei Tang *
M
Mingxuan Liu
A
Alexander J. Bisberg
S
Steffie Sofia Yeonjoo Kim
D
Dmitri Williams
DOI:10.1093/jcmc/zmag001delete
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Abstract

Abstract

En 中文
Video games serve as virtual spaces where members from different social groups encounter each other and interact. This study (N = 3,612) tests intergroup contact theory in the context of a global prosocial mobile game, leveraging unobtrusive in-game behavioral data alongside survey measures. Findings indicate that a higher proportion of interaction with foreign players is related to lower levels of future contact intentions. However, interacting with a diverse pool of foreign players significantly predicts an increased willingness for future contact with foreigners. Additionally, cross-group friendship is linked to lower levels of xenophobia. A three-way interaction shows that when high-contact heterogeneity is combined with fewer cross-group friends, intergroup contact can significantly mitigate xenophobia. Extending contact theory to the mobile gaming context, this study provides evidence from a global player base, highlighting the potential of video games, when designed to foster prosocial interactions, to promote positive intergroup relationships at both international and intercultural levels for billions of players engaging in the virtual world.

Journal

Journal of Computer-Mediated Communication cover
Journal of Computer-Mediated Communication
IF:
5.7
Papers:
722
Citations:
5.7K

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Papers: 1.2K
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