Multiplayer
The Social Aspects of Digital Gaming
Bibliographic Data
| ID | 19940916 |
|---|---|
| Authors | Rachel V Kowert, Julian A Oldmeadow (0000-0002-6644-2341, University of Münster) |
| Editors | Thorsten Quandt (0000-0003-1937-0282), Sonja Kröger |
| Year | 2013 |
| Pages | 250 |
| Publication date | 2013-10-30 |
| Open Access | No |
| Type | BOOK |
| Venue | Multiplayer (SOURCE_BOOK) |
| Publisher | Routledge (PUBLISHER • GB) |
| DOI | 10.4324/9780203627488 |
| OpenAlex | W236160316 |
| ISBN | 9780203627488 |
| Open Library | OL31141682M |
| Language | EN |
| Citations received | 15 |
| References cited | 4 |
Interpersonal communication is the number one use of the Internet at home (Kraut et al., 1998). Video games have adapted to this trend with great success, as the popularity of online video games is on the rise (Wu, 2010). However, along with the success of online gaming has come a growing concern about the possible consequences of prolonged interaction within these new social spaces. Aspects of social competence, or rather incompetence, have become one of the primary concerns in relation to this new social media. Despite the fact that online games are highly social spaces, the players of such games have become anecdotally and empirically characterized as socially reclusive, inept individuals (Kowert, Grifths, and Oldmeadow, in press; Kowert and Oldmeadow, 2012; Williams, 2005; Williams, Yee, and Caplan, 2008). Although numerous demographic studies have refuted these negative characterizations of online gamers, the prominence of these stereotypes has not diminished (see Axelsson and Regan, 2002; Cole and Grifths, 2007; Grifths, Davies, and Chappell, 2003; Kowert and Oldmeadow, 2012; Williams, Ducheneaut, Xiong, Yee, and Nickell, 2006; Williams et al., 2008; Yee, 2006)
Computer Science · Digital Games and Media · Communication Studies · Computerspiel · Environnements virtuels partagés · Interaktion · Internet games · Jeux sur Internet · Language Arts & Disciplines · Media Studies · Shared virtual environments · Social aspects · Social Science · Virtualisierung
Present yet absent’
Digital Games Research
Does it matter when we want to Be alone? Exploring developmental timing effects in the implications of unsociability
Who Am I Inside the Screen? Construction of Virtual Identity in Multiplayer Online Videogames and Its Psychological Functions
Examining various risk factors as the predictors of gifted and non-gifted high school students’ online game addiction
Playing stories
Playful approaches to news engagement
Supporting Dialogue and Analysis on Trade-Offs in Climate Adaptation Research With the Maladaptation Game
Individual pastime or focused social interaction
The backer–developer connection
Playing Apart Together
Understanding Why Scholars Hold Different Views on the Influences of Video Games on Public Health
Beyond subcultures
Open Data, Crowdsourcing and Game Mechanics. A case study on civic participation in the digital age
Investigating sexual harassment in online video games
| Citations per year | 1.25 |
|---|---|
| Citation span | 2014 - 2025 (12) |
| Highly cited | No |