Cited by 147Impact of Technology on AdolescentsDigital Games and MediaChild Development and Digital Technology

Social gaming, lonely life? The impact of digital game play on adolescents’ social circles

Kowert, Rachel, Domahidi, Emese, Festl, Ruth, Quandt, Thorsten·2014·Computers in Human Behavior

Integrity signals

Registry

Crossref · 10.1016/j.chb.2014.04.003

Cites

63 of 63 references verified0 citation errors · 0 not checkable

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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].”
  • 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].”
  • 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].”
  • 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].”
  • 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].”

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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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