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Consequently, players can create meaningful friendships H1. People who play League of Legends have a higher level
with people they meet online [Farrugia et al., 2014]. In fact, of sense of belonging compared to non-players
one of the interviewed players confirms that the relationships H2. Pre-made team players have a higher level of sense of
that are most significant to her sense of belonging and belonging compared to solo players
identity are created online. Similarly, another study found First, the methods used to test these hypotheses are explained.
support for the claim that League of Legends creates high Subsequently, the results are presented and interpreted in
opportunities for social interaction, as team members need to light of the hypotheses. The paper finishes with a discussion
cooperate to win the game [Straker et al., 2015]. This way, a and conclusion.
team can be considered a small social system. Moreover,
METHOD
multiplayer games can provide a sense of belonging, as the
players cooperate either via the Internet or in person [Ryan Participants
et al., 2006]. The sample investigated in the current study (n=77) included
both people who play, as well as people who do not play
However, according to Straker et al. [2015], League of League of Legends. From the respondents, 57 (73.1%) were
Legends only creates a moderate sense of belonging, even male, the remaining 21 (26.9%) were female. Their mean age
though it offers many opportunities for social interaction. was 19.5 (SD=2.6), and ranged from 14 to 27. Furthermore,
According to these researchers, the sense of belonging the the sample included 44 Dutch, and 33 international
teams provide is temporary: players feel they are accepted participants. One participant was excluded from the sample,
members of the group as long as the game lasts. When the as several values were missing.
teams break up at the end of the game, this feeling disappears. From the 77 participants, 45 (57.6%) played League of
This notion is only applicable to solo players, as pre-made Legends. The majority of the players, 26 (57.8%) indicated
teams tend to stay together. Moreover, a player could be they play almost every day. Furthermore, 14 (31.1%) play
insulted by other players, when his team members are more once or twice a week. The remaining five participants play
League of Legends on average once or twice a month. The
skilled than he or she is.
League of Legends players were divided in two groups, the
Hypotheses solo and pre-made team group. The solo group contained the
Sense of belonging is the emotional need people have to feel participants who played solo (n=17), the participants who
as accepted, and important members of their group. The play in pre-made teams were placed in the pre-made team
concept of sense of community is related to sense of group (n=28). Apart from the solo and premade team groups,
belonging. This sense of community can exist within face-to- there was a control group composed of participants who do
face, as well as in virtual communities. By experiencing not play League of Legends (n=32). The choice for a control
affective bonds with each other, members of virtual group which did not play a game was made, because this is
communities develop a sense of community similar to the one an introductory study to examine if there is a difference
that exists in face-to-face communities. between playing League of Legends and playing no game.
League of Legends is an example of a virtual community. It Research Design
is a multiplayer game, in which two teams of five compete Sampling Method
against each other. Players can play solo or in a pre-made Data were collected from 45 people playing League of
team. The chat function enables players to communicate and Legends and 32 people who did not play this game. The
cooperate. participants were invited to administer the survey (Appendix
Consequently, virtual communities such as League of A) either via a League of Legends forum, the Erasmus
Legends serve as platforms for players to meet and befriend University College Facebook page, or via the Facebook
others. This allows players to gain social capital or – group of a student association, the Rotterdamsch Studenten
according to other studies – meaningful friendships. Gezelschap.
Moreover, other researchers argue that League of Legends Procedure
provides players with a sense of belonging. On the other
There were no paper versions of the survey handed out, all
hand, it is also noted that League of Legends only provides a
respondents filled it in online. Participation in the study was
temporary sense of belonging, as teams break up at the end
voluntary, participants received no compensation. The
of a game. In addition, the chat function can be used to insult
present study employs a cross-sectional research design, as
others.
all participants were measured at one point in time.
Still, the notion that players develop a temporary sense of Measurements
belonging through playing League of Legends, implies that
players derive a certain sense of belonging from the game. Demographics
Furthermore, this suggests that the sense of belonging The survey first measured gender (1=Male, 2=Female),
remains as long as the teams stay together. In accordance nationality and age (date of birth).
League of Legends N M SD
Secondly, if participants confirmed they played League of
Legends, several questions were asked about their Players 45 53.82 6.17
engagement in the game. For example, players were asked Non-players 32 55.78 10.41
how many hours per week they play on average, and if they
played solo, or in a pre-made team. Table 2. Descriptive Statistics. N=number of participants.
M=mean. SD=standard deviation.
Sense of Belonging
Lastly, the participants’ sense of belonging was measured The second hypothesis states that pre-made team players
with the questionnaire developed by Hagerty and Patusky have a higher level of sense of belonging compared to solo
players. In order to test H2, an independent samples T-test
[1995]. The original questionnaire consists of 18 items, each was performed. As Levene’s Test was significant (0.016 <
measuring different aspects of sense of belonging. The 0.05), equal variances were not assumed. The t-test showed
questionnaire used in the present study included 13 of these there is a significant difference between pre-made team
statements, such as ‘I feel like I fit in’, ‘What I offer is players (M=56.68, SD=7.94) and solo players (M=49.12,
valued’ and ‘I could disappear for days without anyone SD=7.94) (Table 4) in their levels of sense of belonging
noticing’. For each item, participants were asked to indicate (t(24.07)=1.03, p=0.0.34) (Table 3) (Appendix B2). These
to what extent they agreed with it on a 5-point Likert scale. results support the second hypothesis.
The possible answers ranged from ‘strongly disagree’ to T Df Sig.
‘strongly agree’. When agreement with an item indicated a
high sense of belonging, the answer ‘strongly agree’ led to a -2.25 24.07 0.034
score of five on that item. However, some items were Table 3. Independent Samples T-test Results. T=t-score.
negatively formulated, meaning that high agreement Df=Degrees of Freedom. Sig.=Significance
indicated a low level of sense of belonging. These items N M SD
were recoded to ensure that a high score always indicated a
higher sense of belonging. Pre-made 28 56.68 7.94
team players
Finally, the respondents’ levels of sense of belonging were
Solo players 17 49.12 12.41
assessed by taking the sum of the scores of all answers,
ranging from 13 to 65. The alpha of the original Table 4. Descriptive Statistics. N=number of participants.
questionnaire is 0.89. However, as only 13 of the original 18 M=mean. SD=standard deviation.
statements were included in the present questionnaire, the DISCUSSION
alpha was calculated again. The questionnaire used in the Firstly, the current study investigated whether there are
present study has a Cronbach’s alpha of 0.90, which differences in levels of sense of belonging between people
indicates it is a reliable measurement for sense of belonging. who play League of Legends compared to people who do not.
RESULTS Secondly, the study examined whether there is a difference
in sense of belonging between people who play in pre-made
The first hypothesis, stating that people who play League of
teams, compared to people who play solo. The research
Legends have a higher sense of belonging compared to non- design included a non-player group, a solo-player group, and
players, was tested by means of an independent samples T- a pre-made team group. Participants were recruited via the
test. Levene’s Test was significant (0.006 < 0.05), so equal University College Facebook page, the Rotterdamsch
variances are not assumed. The alpha level of the Studenten Gezelschap Facebook group and a League of
independent samples t-test is 0.305, which indicates that Legends forum.
there is no significant difference in level of sense of In line with research conducted by Kwak et al. [2015], we
belonging (t(72.93)=1.03, p=0.305) (Table 1) between hypothesized that people who play League of Legends have
players (M=53.82, SD=6.17) and non-players (M=55.78, a higher level of sense of belonging compared to people who
SD=10.41) (Table 2) (Appendix B1). Following these do not play this game. However, our results do not provide
results, the hypothesis is rejected. support for this hypothesis.
A possible explanation for this unexpected result is the fact
T Df Sig. that our non-playing group only included university students,
1.3 72.93 0.305 many of which are members of a student association.
Previous research indicates that students who are members of
Table 1. Independent Samples T-test Results T=t-score. a sorority or fraternity have a higher level of sense of
Df=Degrees of Freedom. Sig.=Significance. belonging compared to non-members [Maestas et al., 2007].
Therefore, it could be that the average level of sense of
belonging among the non-players in our sample is higher than
the average for the population. This could explain why there
is no difference between the player and non-player groups.
Furthermore, based on research conducted by Straker et.al. multiplayer games. This way, the effect of the cooperative
[2015], we hypothesized that people who play League of aspect on players’ sense of belonging could be investigated.
Legends in a pre-made team have a higher sense of belonging
than people who play solo. Contrary to the first hypothesis, In conclusion, this study found no significant difference in
this hypothesis is supported by the results. levels of sense of belonging between non-players compared
to people who do play League of Legends. The hypothesis
The results show that pre-made team players have a higher stating that people who play in a pre-made team have a higher
level of sense of belonging than solo players. This result level of sense of belonging than solo players, is supported by
could be used to increase the sense of belonging of certain the results. To determine whether the relationship between
target groups. For example, people with low levels of sense playing in a pre-made team and sense of belonging is causal,
of belonging who already play League of Legends as solo further research is necessary.
players, can be advised to play in a pre-made team to increase
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