Literature DB >> 17711367

Social interactions in massively multiplayer online role-playing gamers.

Helena Cole1, Mark D Griffiths.   

Abstract

To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced.

Mesh:

Year:  2007        PMID: 17711367     DOI: 10.1089/cpb.2007.9988

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  40 in total

1.  Is video-game playing a risk factor for pathological gambling in Australian adolescents?

Authors:  Paul Delfabbro; Daniel King; Chrisi Lambos; Stan Puglies
Journal:  J Gambl Stud       Date:  2009-07-04

2.  Virtual selves, real relationships: an exploration of the context and role for social interactions in the emergence of self in virtual environments.

Authors:  Simon Evans
Journal:  Integr Psychol Behav Sci       Date:  2012-12

3.  Psychometric properties of the problematic online gaming questionnaire short-form and prevalence of problematic online gaming in a national sample of adolescents.

Authors:  Orsolya Pápay; Róbert Urbán; Mark D Griffiths; Katalin Nagygyörgy; Judit Farkas; Gyöngyi Kökönyei; Katalin Felvinczi; Attila Oláh; Zsuzsanna Elekes; Zsolt Demetrovics
Journal:  Cyberpsychol Behav Soc Netw       Date:  2013-04-26

4.  The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals.

Authors:  Rachel Kowert; Emese Domahidi; Thorsten Quandt
Journal:  Cyberpsychol Behav Soc Netw       Date:  2014-03-24

5.  Scientific Discovery Games for Biomedical Research.

Authors:  Rhiju Das; Benjamin Keep; Peter Washington; Ingmar H Riedel-Kruse
Journal:  Annu Rev Biomed Data Sci       Date:  2019-07

6.  Perceived problems with computer gaming and Internet use are associated with poorer social relations in adolescence.

Authors:  Mette Rasmussen; Charlotte Riebeling Meilstrup; Pernille Bendtsen; Trine Pagh Pedersen; Line Nielsen; Katrine Rich Madsen; Bjørn E Holstein
Journal:  Int J Public Health       Date:  2014-12-23       Impact factor: 3.380

7.  Non-Substance Addiction in Childhood and Adolescence–The Internet, Computer Games and Social Media.

Authors:  Olga Geisel; Anneke Lipinski; Michael Kaess
Journal:  Dtsch Arztebl Int       Date:  2021-01-11       Impact factor: 5.594

8.  The development of the Problematic Online Gaming Questionnaire (POGQ).

Authors:  Zsolt Demetrovics; Róbert Urbán; Katalin Nagygyörgy; Judit Farkas; Mark D Griffiths; Orsolya Pápay; Gyöngyi Kökönyei; Katalin Felvinczi; Attila Oláh
Journal:  PLoS One       Date:  2012-05-10       Impact factor: 3.240

9.  Problematic Internet use and daily difficulties among adolescents with school refusal behaviors: An observational cross-sectional analytical study.

Authors:  Junichi Fujita; Kumi Aoyama; Yusuke Saigusa; Hidehito Miyazaki; Yoshiko Aoki; Kazuya Asanuma; Yuichi Takahashi; Akitoyo Hishimoto
Journal:  Medicine (Baltimore)       Date:  2022-02-18       Impact factor: 1.817

Review 10.  Video Game Use in the Treatment of Amblyopia: Weighing the Risks of Addiction.

Authors:  Chaoying S Xu; Jessica S Chen; Ron A Adelman
Journal:  Yale J Biol Med       Date:  2015-09-03
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