Internet connectivity has changed the way video games are played by allowing individuals to connect worldwide in shared gaming spaces. These highly social environments allow players to connect, interact with, and learn from each other. However, there is a growing concern that these social environments also have the potential to displace real-world connections and interactions, contributing to a variety of losses in 'offline' sociability. The current study aims to elucidate what users may be gaining or losing (socially) as a result of continued participation in online video game environments, and what potentially underlies these social changes, by examining the associations between social skills and online video game involvement through the ...
Video gaming has often been associated with negative outcomes such as aggression and social isolatio...
While video games are becoming increasingly social, little is known regarding whether games might al...
The current study investigated whether the problematic use of massively multiplayer online games (MM...
Technological advances throughout the past century have often produced concern regarding these advan...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
Online gaming has gained millions of users around the globe, which have been shown to virtually conn...
\u3cp\u3eThe present study tests a recently proposed model in which social video game play supports ...
The present study tests a recently proposed model in which social video game play supports wellbeing...
Digital games have become a social medium. Players are often socially motivated to play games and ac...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game a...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
The current study examined the relationship between different adult attachment styles, motivations, ...
Online games are becoming more and more popular nowadays. Interacting with others in games has also ...
This study investigated relationships between problem video game playing, self-esteem and social ski...
Since their popularization, video games have developed a reputation for being anti-social spaces. Ho...
Video gaming has often been associated with negative outcomes such as aggression and social isolatio...
While video games are becoming increasingly social, little is known regarding whether games might al...
The current study investigated whether the problematic use of massively multiplayer online games (MM...
Technological advances throughout the past century have often produced concern regarding these advan...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
Online gaming has gained millions of users around the globe, which have been shown to virtually conn...
\u3cp\u3eThe present study tests a recently proposed model in which social video game play supports ...
The present study tests a recently proposed model in which social video game play supports wellbeing...
Digital games have become a social medium. Players are often socially motivated to play games and ac...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game a...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
The current study examined the relationship between different adult attachment styles, motivations, ...
Online games are becoming more and more popular nowadays. Interacting with others in games has also ...
This study investigated relationships between problem video game playing, self-esteem and social ski...
Since their popularization, video games have developed a reputation for being anti-social spaces. Ho...
Video gaming has often been associated with negative outcomes such as aggression and social isolatio...
While video games are becoming increasingly social, little is known regarding whether games might al...
The current study investigated whether the problematic use of massively multiplayer online games (MM...