Social gaming, lonely life? The impact of digital game play on adolescents’ social circles
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Participation in shared activities is an important factor in the development of adolescent friendships.
“Prior research has highlighted that participation in shared activities is an important factor in the development of adolescent friendships [24].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [24]
Social gaming may facilitate interaction and connection with co-players, offering the opportunity to meet and engage with new people.
“Social gaming may facilitate interaction and connection with co-players, offering the opportunity to meet and engage with new people [24].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [24]
Social gaming creates environments similar to other computer-mediated social spaces that aid in developing friendships between players by meeting new people and maintaining connections with existing co-players.
“Social gaming also creates environments similar to other computer-mediated social spaces (e.g., chat rooms, social networking websites), which aid in the development of friendships between players by not only meeting new people, but by maintaining connections and friendships with existing co-players [24].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [24]
Co-players can evolve into trusted friends and sources of advice, rather than solely collaborators for achieving in-game goals.
“Co-players can evolve into trusted friends and sources of advice, rather than solely collaborators for achieving in-game goals [24].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [24]
Up to 75% of online video game players report making good friends within these communities, and between 40% and 70% report discussing personal topics unrelated to the game.
“Studies have found that up to 75% of online video game players report making “good friends” within these communities, and between 40% and 70% report discussing personal topics unrelated to the game, including experiences they have not shared with offline connections [24].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [24]
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- Authors
- Kowert, R., Domahidi, E., Festl, R., & Quandt, T.
- Affiliations
- University of Münster (DE)
- University of Hohenheim (DE)
- Corresponding author
- Kowert, Rachel
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2014-07
- Volume
- 36
- Pages
- 385-390
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W2064319742
- Cited by
- 147
- References
- 60
- Citations by year
- 2026: 14 · 2025: 12 · 2024: 33 · 2023: 16 · 2022: 7 · 2021: 17 · 2020: 12 · 2019: 10 · 2018: 9 · 2017: 8 · 2016: 2 · 2015: 5 · 2014: 2
- FWCI
- 18.47
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers in Human Behavior (publishedVersion)
- Funders
- European Union’s Seventh Framework Programme (FP7/2007 – 2013) (240864)
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Education › Child Development and Digital Technology
- Keywords
- social gaming, online games, adolescents, social circles, social displacement, social skills, loneliness, game playing
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