Previous research examining players of Massively-Multiplayer Online Games (MMOGs) suggests that players form meaningful relationships with each other. Other research indicates that people may derive social support from online sources and this social support has been associated with greater wellbeing. This study used an online survey of players (N = 206) of the MMOG “World of Warcraft” (WoW) to examine if social support can be derived from MMOGs, and to examine its relationship with negative psychological symptoms. Players of WoW were found to derive social support from playing and a positive relationship was found between game engagement and levels of in-game social support. Higher levels of in-game social support were associated with fewer...
We use ethnographic, interview, and survey data to examine problematic play within the popular onlin...
This study problematizes the common methodology in studies on excessive internet use where psycholog...
This study problematizes the common methodology in studies on excessive internet use where psycholog...
Previous studies have found that playing massively multiplayer online games (MMOG) such as World of ...
Over 23 million individuals were playing Massive Multiplayer Online Role-Playing Games (MMORPGs) in ...
Playing digital games can nurture wellbeing by helping players recover from daily stressors, cope wi...
Playing digital games can nurture wellbeing by helping players recover from daily stressors, cope wi...
Playing digital games can nurture wellbeing by helping players recover from daily stressors, cope wi...
Bowditch, LM ORCiD: 0000-0002-2783-0595; Naweed, A ORCiD: 0000-0002-5534-4295A link between escapist...
The relationship between digital gaming and gamers’ psychological well-being has been an issue of co...
World of Warcraft (WoW) is one of the most popular massively multiplayer online games. Previous stud...
World of Warcraft (WoW) is one of the most popular massively multiplayer online games. Previous stud...
The majority of research examining massively multiplayer online game (MMOG)-based social relationshi...
World of Warcraft (WoW) is one of the most popular massively multiplayer online games. Previous stud...
World of Warcraft (WoW) is one of the most popular massively multiplayer online games. Previous stud...
We use ethnographic, interview, and survey data to examine problematic play within the popular onlin...
This study problematizes the common methodology in studies on excessive internet use where psycholog...
This study problematizes the common methodology in studies on excessive internet use where psycholog...
Previous studies have found that playing massively multiplayer online games (MMOG) such as World of ...
Over 23 million individuals were playing Massive Multiplayer Online Role-Playing Games (MMORPGs) in ...
Playing digital games can nurture wellbeing by helping players recover from daily stressors, cope wi...
Playing digital games can nurture wellbeing by helping players recover from daily stressors, cope wi...
Playing digital games can nurture wellbeing by helping players recover from daily stressors, cope wi...
Bowditch, LM ORCiD: 0000-0002-2783-0595; Naweed, A ORCiD: 0000-0002-5534-4295A link between escapist...
The relationship between digital gaming and gamers’ psychological well-being has been an issue of co...
World of Warcraft (WoW) is one of the most popular massively multiplayer online games. Previous stud...
World of Warcraft (WoW) is one of the most popular massively multiplayer online games. Previous stud...
The majority of research examining massively multiplayer online game (MMOG)-based social relationshi...
World of Warcraft (WoW) is one of the most popular massively multiplayer online games. Previous stud...
World of Warcraft (WoW) is one of the most popular massively multiplayer online games. Previous stud...
We use ethnographic, interview, and survey data to examine problematic play within the popular onlin...
This study problematizes the common methodology in studies on excessive internet use where psycholog...
This study problematizes the common methodology in studies on excessive internet use where psycholog...