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To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships
16 references·9 citing·35 second hop
To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships (2014)To dwell among gamers: Investigating the …Connection strategies: Social capital implications of Facebook-enabled communication practices (2011)Connection strategies: Social…Social network activity and social well-being (2010)Social network activity and s…Looking at, looking up or keeping up with people? (2008)Looking at, looking up or kee…On and Off the 'Net: Scales for Social Capital in an Online Era (2006)On and Off the 'Net: Scales f…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…Adolescent Peer Relations, Friendships, and Romantic Relationships: Do They Predict Social Anxiety and Depression? (2005)Adolescent Peer Relations, Fr…The Internet and Social Life (2004)The Internet and Social LifeSocial Capital: Theory and Research (2002)Social Capital: Theory and Re…Bowling Alone: The Collapse and Revival of American Community (2001)Bowling Alone: The Collapse a…Bowling alone: the collapse and revival of American community (2000)Bowling alone: the collapse a…Internet paradox: A social technology that reduces social involvement and psychological well-being? (1998)Internet paradox: A social te…Distinctions between social support concepts, measures, and models (1986)Distinctions between social s…Economic Action and Social Structure: The Problem of Embeddedness (1985)Economic Action and Social St…To Dwell among Friends: Personal Networks in Town and City. (1984)To Dwell among Friends: Perso…The uses of mass communications : current perspectives on gratifications research (1975)The uses of mass communicatio…The Strength of Weak Ties (1973)The Strength of Weak TiesSelf-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions (2022)Self-determination theory app…Connected Play in Virtual Worlds: Communication and Control Mechanisms in Virtual Worlds for Children and Adolescents (2021)Connected Play in Virtual Wor…Exploring Older Adults’ Video Game Use in the PRISM Computer System (2018)Exploring Older Adults’ Video…eSports: A new window on neurocognitive expertise? (2018)eSports: A new window on neur…Why users purchase virtual products in MMORPG? An integrative perspective of social presence and user engagement (2017)Why users purchase virtual pr…The role of social identity and online social capital on psychosocial outcomes in MMO players (2017)The role of social identity a…How Does Serious M‐Game Technology Encourage Low‐Income Households To Perform Socially Responsible Behaviors? (2017)How Does Serious M‐Game Techn…Do World of Warcraft (MMORPG) players experience less loneliness and social anxiety in online world (virtual environment) than in real world (offline)? (2015)Do World of Warcraft (MMORPG)…Social gaming, lonely life? The impact of digital game play on adolescents’ social circles (2014)Social gaming, lonely life? T…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 social readjustment rating scale (1967)The measurement of experienced burnout (1981)Stress, social support, and the buffering hypothesis. (1985)Different Strokes from Different Folks: Community Ties and Social Support (1990)Leisure and Health: The Role of Social Support and Self-Determination (1993)The Relationship Between Social Support and Subjective Well-Being Across Age (2013)The Psychology of Interpersonal Relations. (1958)Social Capital, Intellectual Capital, and the Organizational Advantage (1998)Social Capital: Prospects for a New Concept (2002)The Benefits of Facebook “Friends:” Social Capital and College Students’ Use of Online Social Network Sites (2007)The Interpersonal Theory of Psychiatry (2013)Diffusion of Innovations 1 (2019)The CES-D Scale (1977)A cognitive-behavioral model of pathological Internet use (2001)Internet Paradox Revisited (2002)Should We Trust Web-Based Studies? A Comparative Analysis of Six Preconceptions About Internet Questionnaires. (2004)Uses and Gratifications Theory in the 21st Century (2000)MySpace and Facebook: Applying the Uses and Gratifications Theory to Exploring Friend-Networking Sites (2008)Does the Internet Increase, Decrease, or Supplement Social Capital? (2001)GROUP SOCIAL CAPITAL AND GROUP EFFECTIVENESS: THE ROLE OF INFORMAL SOCIALIZING TIES. (2004)STUDYING COLLEGE ACCESS AND CHOICE: A PROPOSED CONCEPTUAL MODEL (2006)Understanding knowledge sharing in virtual communities: An integration of social capital and social cognitive theories (2006)Social capital, self-esteem, and use of online social network sites: A longitudinal analysis (2008)Urban planning and quality of life: A review of pathways linking the built environment to subjective well-being (2021)Social Relationships and Mortality Risk: A Meta-analytic Review (2010)The weirdest people in the world? (2010)Core Discussion Networks of Americans (1987)Beyond Social Capital: Spatial Dynamics of Collective Efficacy for Children (1999)Social Isolation in America: Changes in Core Discussion Networks over Two Decades (2006)An Integrative Model Of Organizational Trust (1995)Bowling Alone: America's Declining Social Capital (1995)
this work references cited by second hop

References

  • 1973The Strength of Weak Ties40,446 cited
  • 2000Bowling alone: the collapse and revival of American community28,790 cited
  • 1985Economic Action and Social Structure: The Problem of Embeddedness28,713 cited
  • 1998Internet paradox: A social technology that reduces social involvement and psychological well-being?4,792 cited
  • 2001Bowling Alone: The Collapse and Revival of American Community3,897 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 1986Distinctions between social support concepts, measures, and models2,570 cited
  • 2002Social Capital: Theory and Research2,268 cited
  • 1975The uses of mass communications : current perspectives on gratifications research2,114 cited
  • 1984To Dwell among Friends: Personal Networks in Town and City.1,929 cited
  • 2008Looking at, looking up or keeping up with people?1,393 cited
  • 2011Connection strategies: Social capital implications of Facebook-enabled communication practices1,349 cited
  • 2006On and Off the 'Net: Scales for Social Capital in an Online Era1,345 cited
  • 2004The Internet and Social Life1,317 cited
  • 2005Adolescent Peer Relations, Friendships, and Romantic Relationships: Do They Predict Social Anxiety and Depression?

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1,135 cited
  • 2010Social network activity and social well-being1,107 cited
  • Cited by

    • 2014Social gaming, lonely life? The impact of digital game play on adolescents’ social circles146 cited
    • 2015Do World of Warcraft (MMORPG) players experience less loneliness and social anxiety in online world (virtual environment) than in real world (offline)?138 cited
    • 2018eSports: A new window on neurocognitive expertise?136 cited
    • 2017Why users purchase virtual products in MMORPG? An integrative perspective of social presence and user engagement126 cited
    • 2017The role of social identity and online social capital on psychosocial outcomes in MMO players118 cited
    • 2021Connected Play in Virtual Worlds: Communication and Control Mechanisms in Virtual Worlds for Children and Adolescents54 cited
    • 2017How Does Serious M‐Game Technology Encourage Low‐Income Households To Perform Socially Responsible Behaviors?43 cited
    • 2022Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions32 cited
    • 2018Exploring Older Adults’ Video Game Use in the PRISM Computer System17 cited