The present study tests a recently proposed model in which social video game play supports wellbeing by contributing to a harmonious type of engagement with the game. Players (N = 2030) of the online-only multiplayer first-person shooter game, Destiny, reported the frequency they played with real-life friends, online-only friends and strangers, their type of engagement with the game â measured as harmonious and obsessive passion, and completed a wellbeing measure of social capital. Telemetry data also recorded their total time playing over the duration of the study. A structural equation model supported the prediction that harmonious â but not obsessive â passion would mediate the positive association between playing with others and social ...
This study traces the boundaries of online-based social networks and its possible extensions and int...
Video games have been part of society for over 40 years. During this period, a stereotypical image o...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
The present study tests a recently proposed model in which social video game play supports wellbeing...
\u3cp\u3eThe present study tests a recently proposed model in which social video game play supports ...
Online games are becoming more and more popular nowadays. Interacting with others in games has also ...
Online gaming has gained millions of users around the globe, which have been shown to virtually conn...
Digital games have become a social medium. Players are often socially motivated to play games and ac...
Video game play is becoming an increasingly social experience, yet we have little understanding of h...
Internet connectivity has changed the way video games are played by allowing individuals to connect ...
The increasing popularity of online and multiplayer games has meant that for many, social interactio...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
This empirically driven study concerns the creation and maintenance of friendships in online gaming....
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
This study traces the boundaries of online-based social networks and its possible extensions and int...
Video games have been part of society for over 40 years. During this period, a stereotypical image o...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
The present study tests a recently proposed model in which social video game play supports wellbeing...
\u3cp\u3eThe present study tests a recently proposed model in which social video game play supports ...
Online games are becoming more and more popular nowadays. Interacting with others in games has also ...
Online gaming has gained millions of users around the globe, which have been shown to virtually conn...
Digital games have become a social medium. Players are often socially motivated to play games and ac...
Video game play is becoming an increasingly social experience, yet we have little understanding of h...
Internet connectivity has changed the way video games are played by allowing individuals to connect ...
The increasing popularity of online and multiplayer games has meant that for many, social interactio...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
This empirically driven study concerns the creation and maintenance of friendships in online gaming....
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
This study traces the boundaries of online-based social networks and its possible extensions and int...
Video games have been part of society for over 40 years. During this period, a stereotypical image o...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...