2012
DOI: 10.1016/j.chb.2011.12.003
|View full text |Cite
|
Sign up to set email alerts
|

The social side of gaming: How playing online computer games creates online and offline social support

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

6
222
1
7

Year Published

2014
2014
2021
2021

Publication Types

Select...
4
4

Relationship

0
8

Authors

Journals

citations
Cited by 354 publications
(251 citation statements)
references
References 34 publications
6
222
1
7
Order By: Relevance
“…Previous qualitative and anecdotal observations are canonical on the importance of social interaction in watching streams and eSports (Cheung and Huang, 2011;Hamilton et al, 2014;Scholz, 2012;Seo, 2013;Sherry et al, 2006;Sjöblom and Hamari, 2016;Trepte et al, 2012;Woerman and Kirschener, 2015). It is easy to subscribe to these conceptions as social interaction and functionalities are clearly present in services that are used for spectating.…”
Section: Resultsmentioning
confidence: 99%
“…Previous qualitative and anecdotal observations are canonical on the importance of social interaction in watching streams and eSports (Cheung and Huang, 2011;Hamilton et al, 2014;Scholz, 2012;Seo, 2013;Sherry et al, 2006;Sjöblom and Hamari, 2016;Trepte et al, 2012;Woerman and Kirschener, 2015). It is easy to subscribe to these conceptions as social interaction and functionalities are clearly present in services that are used for spectating.…”
Section: Resultsmentioning
confidence: 99%
“…However, we must note that a particular smartphone feature may not be exclusively a process-or social-related activity. For instance, online gaming, although more process-oriented, can have a strong social component such as in massive multiplayer gaming (Trepte, Reinecke, & Juechems, 2012).…”
Section: Discussionmentioning
confidence: 99%
“…For example, one study found that problematic gamers (those who show signs of compulsive gaming) and non-problematic gamers differ significantly in the social capital they accrue as a result of game usethe former group showed higher online social capital but lower offline social capital, while the latter group showed higher online social capital only (Collins & Freeman, 2013). Another study showed that online gamers' physical proximity, social proximity, and their mutual familiarity all contributed to bridging and bonding social capital, which in turn contributed to offline social support (Trepte et al, 2012). However, the connection between social capital and health indicators in an online game context remains to be examined.…”
Section: Social Capitalmentioning
confidence: 99%
“…The scales measure the perceived social capital benefits such as emotional and substantive support, trust, and access to heterogeneous information. This operationalization has been widely used in prior studies of emerging media in general (e.g., Ellison et al, 2007) and online games in particular (e.g., Trepte et al, 2012).…”
Section: Social Capitalmentioning
confidence: 99%
See 1 more Smart Citation