2014
DOI: 10.1089/cyber.2013.0656
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The Relationship Between Online Video Game Involvement and Gaming-Related Friendships Among Emotionally Sensitive Individuals

Abstract: Some researchers believe that online gaming spaces can be socially accommodating environments for socially inhibited individuals, such as the socially inept, socially anxious, or shy. While previous research has examined, and found, significant links between these populations and online video game play, it remains unknown to what extent these spaces are contributing to tangible social benefits for the socially inhibited. The current study addresses this question by evaluating the link between gaming-related fr… Show more

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Cited by 76 publications
(48 citation statements)
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References 58 publications
(86 reference statements)
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“…In our group of patients with pure online gaming addiction (i.e., patients without comorbid ADHD or MDD), K-ARS scores and K-BDI scores were also associated with online gaming addiction. In German game players, emotionally sensitive users play online games more for the purpose of interaction with friends, compared to less sensitive users (Kowert et al, 2014). These results suggest that online gaming addiction may be aggravated by sub-clinical ADHD and MDD.…”
Section: Psychopathological Factorsmentioning
confidence: 90%
“…In our group of patients with pure online gaming addiction (i.e., patients without comorbid ADHD or MDD), K-ARS scores and K-BDI scores were also associated with online gaming addiction. In German game players, emotionally sensitive users play online games more for the purpose of interaction with friends, compared to less sensitive users (Kowert et al, 2014). These results suggest that online gaming addiction may be aggravated by sub-clinical ADHD and MDD.…”
Section: Psychopathological Factorsmentioning
confidence: 90%
“…Emotionally sensitive (i.e. shy) game players have been found to have significantly more online friends than less shy players, suggesting that they are more likely to use online gaming spaces to overcome their offline social limitations (Kowert et al 2014). The motivations to develop social ties via gaming was further highlighted by Domahidi et al (2014) in a relatively large sample (N = 2213) suggesting that people with social capital motives were more likely to meet online friends in offline settings than those motivated by other factors.…”
Section: Social Support and Online Gamingmentioning
confidence: 99%
“…Problemli bilgisayar/internet kullanımının Bilgisayar oyunları hayal dünyasında yaşayabilme, gerçek dünyada yapamadıklarını yapabilme, hayal ürünlerini gerçeğe dönüştürebil-me, kazanma, kontrol etme ve yönetme gibi arzulara doyum sağlaya-bilmektedir. Her yaştan insanın stres atmak, boş zaman değerlendir-mek ve eğlenmek amacıyla oynadıkları çevrimiçi bilgisayar oyunları sanal ortamlarda aynı anda yüzlerce insanın etkileşime girmesi olgusunu beraberinde getirmiş; bu oyunların sohbet kanalları aracılığıyla da sanal arkadaşlıklar artmıştır (26,27 …”
Section: Discussionunclassified