This research report presents a research project on games and social control. Deviating from psychological studies on alleged ‘addiction’ to MMORPGs, often concluding that low self-esteem and weak social relations explain compulsive playing, this project theorizes that game-related social networks and the social pressure these exert over individual players, accounts for much of the neglect of (non-gaming) friends, family, school and work.status: publishe
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
The research paper addresses the issue of the impact of MMORPGs on social culture and communication ...
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
Relationship is one of the most basic needs of human being. When our relationship suffers, we tend t...
Massively multiplayer online (MMO) games represent a long-standing, intensive and wide spread type o...
As the popularity of computer games has grown, questions are being raised about their excessive use ...
While much has been written and said about consumer addiction to digital technology in the media, li...
Massively multiplayer online role-playing games (MMORPGs) are a popular form of entertainment used b...
[[abstract]]Along with the technical progress, the computer game was no longer layed by just one sin...
In this chapter we have introduced research in, on, and using games to non-game researchers. Gaming ...
A longitudinal design was employed to collect three waves of survey data over a 14 month period from...
Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of...
Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of...
This study explores how distributing the controls of a video game among multiple players affects the...
The research focuses on the motivations of adolescents for excessive playing of Massive Multiplayer ...
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
The research paper addresses the issue of the impact of MMORPGs on social culture and communication ...
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
Relationship is one of the most basic needs of human being. When our relationship suffers, we tend t...
Massively multiplayer online (MMO) games represent a long-standing, intensive and wide spread type o...
As the popularity of computer games has grown, questions are being raised about their excessive use ...
While much has been written and said about consumer addiction to digital technology in the media, li...
Massively multiplayer online role-playing games (MMORPGs) are a popular form of entertainment used b...
[[abstract]]Along with the technical progress, the computer game was no longer layed by just one sin...
In this chapter we have introduced research in, on, and using games to non-game researchers. Gaming ...
A longitudinal design was employed to collect three waves of survey data over a 14 month period from...
Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of...
Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of...
This study explores how distributing the controls of a video game among multiple players affects the...
The research focuses on the motivations of adolescents for excessive playing of Massive Multiplayer ...
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
The research paper addresses the issue of the impact of MMORPGs on social culture and communication ...
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...