The Power Bases in Multiplayer Video Games
Abstract
This study deals with how players employ different power relations while playing videogames. Power is a difficult concept to define but it is usually explained with the ability to influence. Social psychologists John French and Bertram Raven's studies have defined five bases for social influence: coercive (based on punishment), referent (based on affection), reward (based on reward), expert (based on expertise) and legitimate (based on agreed regulations) powers. Many other studies have tested their theory in various fields, and it proved to be a lasting one. Researchers conducted studies in areas such as education, business, sports with this theory and obtained meaningful results. However, the power bases of video game players has never been studied, despite the fact that video game studies has already been established as an academic field -with many scholars discussing empowerment through games. This study focuses on measuring the power of a player over another one. There can be two types of such relations: it can either take place among players in an everybody-for-themselves kind of environment - which is called inter-power relations, or it can take place between the members of a team, working together for a common goal. This is called intra power relations. This study demonstrates that expert and reward powers are preferred in inter and intra-power relations, referent being another valid option for teamwork.