SZodixStudyAcademic Library
DashboardShelvesOpen accessMy libraryInboxNotesWriteLearnAlerts
More
Ask your libraryNotificationsQuick citeReview
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Playing with strangers
13 references·0 citing·50 second hop
Playing with strangers (2014)Playing with strangersInverse Instrumentality: How Technologies Objectify Patients and Players (2012)Inverse Instrumentality: How …Communication in multiplayer gaming: Examining player responses to gender cues (2012)Communication in multiplayer …The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers’ online and offline social capital (2011)The effects of collective MMO…The life and death of online gaming communities (2007)The life and death of online …Can You Hear Me Now? The Impact of Voice in an Online Gaming Community (2007)Can You Hear Me Now? The Impa…Strangers and friends (2006)Strangers and friendsMotivations for Play in Online Games (2006)Motivations for Play in Onlin…"Alone together?" (2006)"Alone together?"The social side of gaming (2004)The social side of gamingCSCW at play (2004)CSCW at playCollective Action and the Evolution of Social Norms (2000)Collective Action and the Evo…The Motivational Effects of Charismatic Leadership: A Self-Concept Based Theory (1993)The Motivational Effects of C…Social psychological aspects of computer-mediated communication. (1984)Social psychological aspects …The Strength of Weak Ties (1973)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Unpacking Time Online: Connecting Internet and Massively Multiplayer Online Game Use With Psychosocial Well-Being (2010)Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs (2012)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Perceived bridging and bonding social capital on Twitter: Differentiating between followers and followees (2013)Does value matters in playing online game? An empirical study among massively multiplayer online role-playing games (MMORPGs) (2014)To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships (2014)Internet Addiction: The Emergence of a New Clinical Disorder (1998)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)The Sociology of Sociability (1949)Re-place-ing space (1996)Virtual Ethnography (2000)Building an MMO With Mass Appeal (2006)Cognitive and psychological predictors of the negative outcomes associated with playing MMOGs (massively multiplayer online games) (2009)Exploring user experiences as predictors of MMORPG addiction (2009)The Measurement of Observer Agreement for Categorical Data (1977)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Handbook of Interpersonal Communication (2008)Communication Channel, Sex, and the Immediate and Longitudinal Outcomes of Verbal Person-centered Support (2014)Perpetuating online sexism offline: Anonymity, interactivity, and the effects of sexist hashtags on social media (2015)Female Gamers’ Experience of Online Harassment and Social Support in Online Gaming: A Qualitative Study (2018)Science and Human Behavior (1953)Bowling alone: the collapse and revival of American community (2000)From Tree House to Barracks (2006)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)Streaming on twitch (2014)The Evolution of Cooperation (1981)The Evolution of Cooperation (1985)The Management of Innovation (1994)INTERSECTING OPPRESSIONS AND ONLINE COMMUNITIES (2011)Introverted elves & conscientious gnomes (2011)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Leadership and Performance beyond Expectations (1987)Transformational leader behaviors and their effects on followers' trust in leader, satisfaction, and organizational citizenship behaviors (1990)Organizational Images and Member Identification (1994)Two Decades of Research and Development in Transformational Leadership (1999)Authentic leadership development: Getting to the root of positive forms of leadership (2005)The Logic of Collective Action: Public Goods and the Theory of Groups. (1966)Governing the Commons: The Evolution of Institutions for Collective Action (1992)Beyond the Call of Duty: Why Customers Contribute to Firm-hosted Commercial Online Communities (2007)Social Capital Production in a Virtual P3 Community (2008)Three Decades of Climate Mitigation: Why Haven't We Bent the Global Emissions Curve? (2021)The interdisciplinary study of coordination (1994)Social presence as a predictor of satisfaction within a computer‐mediated conferencing environment (1997)Bullying in the digital age: A critical review and meta-analysis of cyberbullying research among youth. (2014)
this work references cited by second hop

References

  • 2000Collective Action and the Evolution of Social Norms4,193 cited
  • 1993The Motivational Effects of Charismatic Leadership: A Self-Concept Based Theory3,638 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 1984Social psychological aspects of computer-mediated communication.2,630 cited
  • 2006"Alone together?"778 cited
  • 2006Strangers and friends417 cited
  • 2004The social side of gaming354 cited
  • 2007The life and death of online gaming communities289 cited
  • 2011The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers’ online and offline social capital199 cited
  • 2012Communication in multiplayer gaming: Examining player responses to gender cues189 cited
  • 2007Can You Hear Me Now? The Impact of Voice in an Online Gaming Community174 cited
  • 2004CSCW at play154 cited
  • 2012Inverse Instrumentality: How Technologies Objectify Patients and Players28 cited

Cited by

No citing works inside the corpus for this window.

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work