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The Relationship Between Online Video Game Involvement and Gaming-Related Friendships Among Emotionally Sensitive Individuals
16 references·4 citing·42 second hop
The Relationship Between Online Video Game Involvement and Gaming-Related Friendships Among Emotionally Sensitive Individuals (2014)The Relationship Between Online Video Gam…The Relationship Between Online Game Addiction and Aggression, Self-Control and Narcissistic Personality Traits (2007)The Relationship Between Onli…Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Social Interactions in Massiv…Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" (2006)Where Everybody Knows Your (S…Virtual Community Attraction: Why People Hang Out Online (2006)Virtual Community Attraction:…The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)The Demographics, Motivations…Sex Differences in Video Game Play: (2004)Sex Differences in Video Game…Loneliness and social uses of the Internet (2003)Loneliness and social uses of…Relationship Formation on the Internet: What’s the Big Attraction? (2002)Relationship Formation on the…Problematic Internet use and psychosocial well-being: development of a theory-based cognitive–behavioral measurement instrument (2002)Problematic Internet use and …Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology (2000)Plan 9 From Cyberspace: The I…The Company they keep: friendship in childhood and adolescence (1996)The Company they keep: friend…The Great Good Place: Cafes, Coffee Shops, Community Centers, Beauty Parlors, General Stores, Bars, Hangouts, and How They Get You Through the Day. (1991)The Great Good Place: Cafes, …Social Support and Health. (1986)Social Support and Health.Stress, social support, and the buffering hypothesis. (1985)Stress, social support, and t…Social Support: Theory, Research and Applications (1985)Social Support: Theory, Resea…To Dwell among Friends: Personal Networks in Town and City. (1984)To Dwell among Friends: Perso…Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions (2022)Self-determination theory app…The role of social identity and online social capital on psychosocial outcomes in MMO players (2017)The role of social identity a…The impact of online social networking on adolescent psychological well-being (WB): a population-level analysis of Korean school-aged children (2016)The impact of online social n…More Than Stories With Buttons: Narrative, Mechanics, and Context as Determinants of Player Experience in Digital Games (2014)More Than Stories With Button…Society and the Adolescent Self-Image (1965)The revised UCLA Loneliness Scale: Concurrent and discriminant validity evidence. (1980)Internet paradox: A social technology that reduces social involvement and psychological well-being? 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References

  • 1985Stress, social support, and the buffering hypothesis.18,064 cited
  • 1986Social Support and Health.3,927 cited
  • 1984To Dwell among Friends: Personal Networks in Town and City.1,929 cited
  • 2000Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology1,506 cited
  • 2002Relationship Formation on the Internet: What’s the Big Attraction?1,454 cited
  • 1996The Company they keep: friendship in childhood and adolescence1,360 cited
  • 1985Social Support: Theory, Research and Applications1,347 cited
  • 2002Problematic Internet use and psychosocial well-being: development of a theory-based cognitive–behavioral measurement instrument1,278 cited
  • 2006The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments1,276 cited
  • 2007Social Interactions in Massively Multiplayer Online Role-Playing Gamers1,028 cited
  • 2006Virtual Community Attraction: Why People Hang Out Online918 cited
  • 2006Where Everybody Knows Your (Screen) Name: Online Games as "Third Places"902 cited
  • 2004Sex Differences in Video Game Play:770 cited
  • 1991The Great Good Place: Cafes, Coffee Shops, Community Centers, Beauty Parlors, General Stores, Bars, Hangouts, and How They Get You Through the Day.744 cited

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  • 2003Loneliness and social uses of the Internet735 cited
  • 2007The Relationship Between Online Game Addiction and Aggression, Self-Control and Narcissistic Personality Traits710 cited
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    • 2016The impact of online social networking on adolescent psychological well-being (WB): a population-level analysis of Korean school-aged children119 cited
    • 2017The role of social identity and online social capital on psychosocial outcomes in MMO players118 cited
    • 2014More Than Stories With Buttons: Narrative, Mechanics, and Context as Determinants of Player Experience in Digital Games113 cited
    • 2022Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions32 cited