2011
DOI: 10.1080/01292986.2011.587014
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Platforms for mediated sociability and online social capital: the role of Facebook and massively multiplayer online games

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Cited by 38 publications
(27 citation statements)
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“…This interpretation is in line with studies suggesting that playing MMORPGs may enhance the level of bonding and social interactions (Skoric & Kwan, 2011) by providing an additional communication frame (Jones et al, 2014), and players often extend friendships made in-game to real life relationships outside of the game (Cole & Griffiths, 2007;Williams et al, 2006). Additionally, adolescents in classrooms with higher percentages of MMORPG gamers may play to be more socially integrated and not to achieve gratification in an addictive way.…”
Section: Percentage Of Mmorpgs Gamers In the Classroomsupporting
confidence: 78%
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“…This interpretation is in line with studies suggesting that playing MMORPGs may enhance the level of bonding and social interactions (Skoric & Kwan, 2011) by providing an additional communication frame (Jones et al, 2014), and players often extend friendships made in-game to real life relationships outside of the game (Cole & Griffiths, 2007;Williams et al, 2006). Additionally, adolescents in classrooms with higher percentages of MMORPG gamers may play to be more socially integrated and not to achieve gratification in an addictive way.…”
Section: Percentage Of Mmorpgs Gamers In the Classroomsupporting
confidence: 78%
“…MMORPGs are online games in which individuals can develop a character, compete, and interact with other players without time and space limitations (Kuss, Louws & Wiers, 2012). While MMORPGs have been consistently associated with IA (Kuss & Griffiths, 2012;Gentile et al, 2011), their likely positive effects in the areas of social interactions and facilitating educational learning have also been noted (Cole & Griffiths, 2007;De Freitas & Griffiths, 2011;Skoric & Kwan, 2011;Jones, Scholes, Johnson, Katsikitis, & Carras, 2014). Continuously increasing challenges, scoring, and immediate gratification in MMORPGs enable players to achieve a sense of self-actualization (Wan & Chiou, 2006), and this has been linked to IA (Hull, Williams & Griffiths, 2013).…”
Section: Massively Multiplayer Online Role-playing Games (Mmorpgs)mentioning
confidence: 99%
“…We find little evidence to suggest that there will be a direct link between multiplayer gaming and offline social capital (Zhong, ). Zhong found a direct path to offline civic participation, but as this paper introduces the construct of gaming social capital, we expect the mediation strength of gaming social capital to eliminate that path given that gaming social capital captures the civic and community aspects of multiplayer gaming that theory suggests are necessary to produce a spillover effect and civic participation (Skoric & Kwan, ; Williams, ).…”
Section: Civic Participationmentioning
confidence: 96%
“…Studying the online video game Jedi Knight II, Peña & Hancock () found that gamers sent three times as many socioemotional text messages as task‐based messages while engaged in gameplay. As gamers collaboratively take on tasks such as raids and battles, they develop emotional bonds for their teammates who have gone through the same high stress situations (Skoric & Kwan, ).…”
Section: Gaming Communitiesmentioning
confidence: 99%
“…Early studies on MMOGs reported that building up strong relationships among players was possible but very rare . More recent studies showed that playing MMOGs either positively (Skoric & Kwan, 2011) or negatively predicted bonding social capital (Zhong, 2011). The mixed findings may be partially explained and resolved by filling two gaps in the literature.…”
Section: Social Capital and Online Gamesmentioning
confidence: 98%