Social gaming: A systematic review
Open accessAbstract
Digital games often constitute a shared activity where people can spend time together, communicate and socialize. Several commercial titles place social interaction at the center of their design. Prior works have investigated the social outcomes of gaming, and factors that impact the experience. Yet, we lack a comprehensive understanding of how social gaming has been approached and explored before. In this work, we present a systematic review covering 263 publications, gathered in February 2021, that study gaming experiences involving more than one person, with a focus on the social element that emerges among partakers (players and/or spectators). We contribute with a systematized understanding of (1) how the topic is being defined and approached, (2) what facets (mainly in terms of outcomes and determinants of the experience) are being acknowledged and (3) the methodologies leveraged to examine these. Our analysis, based on mixed deductive and inductive coding, reveals relevant gaps and tendencies, including (1) the emphasis in novel technologies and unconventional games, (2) the apparent negligence of player diversity, and (3) lower ecological validity associated with totally mediated evaluations and a lack of established constructs to assess social outcomes.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Multiplayer gaming settings may help foster friendships and a sense of belonging through shared communication and tasks.
“Additionally, a systematic review of 263 studies found that multiplayer gaming settings may help foster friendships and a sense of belonging through shared communication and tasks [23].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [23]
Cites
The "what" and "why" of goal pursuits: Human needs and the self-determination of behavior
Deci, E. L., & Ryan, R. M. (2000) · Psychological Inquiry · doi:10.1207/s15327965pli1104_01 · Cited by 34,210 · see citing works
Development and validation of brief measures of positive and negative affect: The PANAS scales.
Watson, D., Clark, L. A., & Tellegen, A. (1988) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.54.6.1063 · Cited by 32,433 · see citing works
Ryan, R. M., & Deci, E. L. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.68 · Cited by 27,815 · see citing works
The need to belong: Desire for interpersonal attachments as a fundamental human motivation.
Baumeister, R. F., & Leary, M. R. (1995) · Psychological Bulletin · doi:10.1037//0033-2909.117.3.497 · Cited by 23,245 · see citing works
Social Network Analysis: Methods and Applications
Wasserman, S. S., & Faust, K. (1994) · Cited by 18,005 · see citing works
Bowling Alone: America's Declining Social Capital
Putnam, R. D. (1995) · Journal of Democracy · doi:10.1353/jod.1995.0002 · Cited by 14,037 · see citing works
The PRISMA 2020 statement: an updated guideline for reporting systematic reviews
Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., et al. (2021) · Systematic Reviews · doi:10.1186/s13643-021-01626-4 · Cited by 13,874 · see citing works
The Multidimensional Scale of Perceived Social Support
Zimet, G. D., Dahlem, N. W., Zimet, S. G., & Farley, G. K. (1988) · Journal of Personality Assessment · doi:10.1207/s15327752jpa5201_2 · Cited by 13,339 · see citing works
The measurement of organizational commitment
Mowday, R. T., Steers, R. M., & Porter, L. W. (1979) · Journal of Vocational Behavior · doi:10.1016/0001-8791(79)90072-1 · Cited by 8,911 · see citing works
PERSONALITY STRUCTURE: EMERGENCE OF THE FIVE-FACTOR MODEL
Digman, J. M. (1990) · Annual Review of Psychology · doi:10.1146/annurev.ps.41.020190.002221 · Cited by 6,960 · see citing works
Csíkszentmihályi, M. (1975) · Cited by 5,690 · see citing works
Rules of Play: Game Design Fundamentals
Salen, K., & Zimmerman, E. (2003) · Medical Entomology and Zoology · Cited by 5,321 · see citing works
The mental health continuum: from languishing to flourishing in life.
Keyes, C. L. M. (2002) · Journal of Health and Social Behavior · doi:10.2307/3090197 · Cited by 5,133 · see citing works
Frame Analysis: An Essay on the Organization of Experience.
Davis, M. S., & Goffman, E. (1975) · Contemporary Sociology A Journal of Reviews · doi:10.2307/2064021 · Cited by 4,537 · see citing works
Mechanisms Linking Social Ties and Support to Physical and Mental Health
Thoits, P. A. (2011) · Journal of Health and Social Behavior · doi:10.1177/0022146510395592 · Cited by 4,076 · see citing works
Kawachi, I. I. (2001) · Journal of Heredity · doi:10.1093/jurban/78.3.458 · Cited by 3,564 · see citing works
The motivational pull of video games: a self-determination theory approach
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006) · Motivation and Emotion · doi:10.1007/s11031-006-9051-8 · Cited by 3,332 · see citing works
Attachment and loss: Retrospect and prospect.
Bowlby, J. (1982) · American Journal of Orthopsychiatry · doi:10.1111/j.1939-0025.1982.tb01456.x · Cited by 2,930 · see citing works
McAuley, E., Duncan, T., & Tammen, V. V. (1989) · Research Quarterly for Exercise and Sport · doi:10.1080/02701367.1989.10607413 · Cited by 2,694 · see citing works
The benefits of playing video games.
Granic, I., Lobel, A., & Engels, R. C. M. E. (2014) · American Psychologist · doi:10.1037/a0034857 · Cited by 2,456 · see citing works
Situated Language and Learning: A Critique of Traditional Schooling
Gee, J. P. (2004) · Medical Entomology and Zoology · Cited by 2,323 · see citing works
Toward a More Robust Theory and Measure of Social Presence: Review and Suggested Criteria
Biocca, F. A., Harms, C., & Burgoon, J. K. (2003) · PRESENCE Virtual and Augmented Reality · doi:10.1162/105474603322761270 · Cited by 2,230 · see citing works
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems
Mark, G., Fussell, S. R., Lampe, C., Schraefel, M., Hourcade, J., Appert, C., & Wigdor, D. J. (2017) · International Conference on Human Factors in Computing Systems · doi:10.1145/3025453 · Cited by 2,222 · see citing works
Children's perceptions of the personal relationships in their social networks.
Furman, W. C., & Buhrmester, D. (1985) · Developmental Psychology · doi:10.1037/0012-1649.21.6.1016 · Cited by 2,218 · see citing works
Developing a measure of loneliness
Russell, D., Peplau, L. A., & Ferguson, M. L. (1978) · Journal of Personality Assessment · doi:10.1207/s15327752jpa4203_11 · Cited by 2,089 · see citing works
A Brief Measure of Social Support: Practical and Theoretical Implications
Sarason, I. G., Sarason, B. R., Shearin, E. N., & Pierce, G. R. (1987) · Journal of Social and Personal Relationships · doi:10.1177/0265407587044007 · Cited by 1,977 · see citing works
The Oxford Happiness Questionnaire: a compact scale for the measurement of psychological well-being
Hills, P. R., & Argyle, M. (2002) · Personality and Individual Differences · doi:10.1016/s0191-8869(01)00213-6 · Cited by 1,745 · see citing works
Oldenburg, R. (1999) · Medical Entomology and Zoology · Cited by 1,521 · see citing works
On and Off the 'Net: Scales for Social Capital in an Online Era
Williams, D. C. (2006) · Journal of Computer-Mediated Communication · doi:10.1111/j.1083-6101.2006.00029.x · Cited by 1,367 · see citing works
Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
(2021) · doi:10.1145/3411764 · Cited by 1,240 · see citing works
A Short-Form Measure of Loneliness
Hays, R., & DiMatteo, M. R. (1987) · Journal of Personality Assessment · doi:10.1207/s15327752jpa5101_6 · Cited by 1,192 · see citing works
Social ties and health: The benefits of social integration
Seeman, T. E. (1996) · Annals of Epidemiology · doi:10.1016/s1047-2797(96)00095-6 · Cited by 1,137 · see citing works
A Social Identity Model of Deindividuation Phenomena
Reicher, S. D., Spears, R., & Postmes, T. (1995) · European Review of Social Psychology · doi:10.1080/14792779443000049 · Cited by 1,132 · see citing works
Social relationships and health: The toxic effects of perceived social isolation
Cacioppo, J. T., & Cacioppo, S. (2014) · Social and Personality Psychology Compass · doi:10.1111/spc3.12087 · Cited by 1,057 · see citing works
Proceedings of the 24th International Conference on World Wide Web
Gangemi, A., Leonardi, S., & Panconesi, A. (2015) · doi:10.1145/2740908 · Cited by 1,054 · see citing works
Social Interactions in Massively Multiplayer Online Role-Playing Gamers
Cole, H., & Griffiths, M. D. (2007) · CyberPsychology & Behavior · doi:10.1089/cpb.2007.9988 · Cited by 1,029 · see citing works
Where Everybody Knows Your (Screen) Name: Online Games as "Third Places"
Steinkuehler, C. A., & Williams, D. C. (2006) · Journal of Computer-Mediated Communication · doi:10.1111/j.1083-6101.2006.00300.x · Cited by 903 · see citing works
Flow, performance and moderators of challenge-skill balance
Engeser, S., & Rheinberg, F. (2008) · Motivation and Emotion · doi:10.1007/s11031-008-9102-4 · Cited by 860 · see citing works
Kaplan, B. H., Cassel, J. C., & Gore, S. L. (1977) · Medical Care · doi:10.1097/00005650-197705001-00006 · Cited by 856 · see citing works
Mirowsky, J., & Ross, C. E. (1992) · Journal of Health and Social Behavior · doi:10.2307/2137349 · Cited by 856 · see citing works
Seeman, T. E., Lusignolo, T. M., Albert, M., & Berkman, L. (2001) · Health Psychology · doi:10.1037/0278-6133.20.4.243 · Cited by 855 · see citing works
Social relationships and physiological determinants of longevity across the human life span
Yang, Y. C., Boen, C., Gerken, K., Li, T., Schorpp, K., & Harris, K. M. (2016) · Proceedings of the National Academy of Sciences · doi:10.1073/pnas.1511085112 · Cited by 751 · see citing works
Proceedings of the 22nd international conference on World Wide Web
(2013) · doi:10.1145/2488388 · Cited by 702 · see citing works
From Tree House to Barracks: The Social Life of Guilds in World of Warcraft
Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E. (2006) · Games and Culture · doi:10.1177/1555412006292616 · Cited by 659 · see citing works
Simmel, G. (1949) · American Journal of Sociology · doi:10.1086/220534 · Cited by 624 · see citing works
Proceedings of the 2013 conference on Computer supported cooperative work
(2013) · doi:10.1145/2441776 · Cited by 601 · see citing works
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Maior, H. A., Wilson, M. L., Locke, C., & Swann, D. (2018) · doi:10.1145/3173574 · Cited by 570 · see citing works
2015 48th Hawaii International Conference on System Sciences
(2015) · doi:10.1109/hicss35350.2015 · Cited by 522 · see citing works
Soziale Unterstützung bei der Krankheitsbewältigung: Die Berliner Social Support Skalen (BSSS)
Schulz, U., & Schwarzer, R. (2003) · Diagnostica · doi:10.1026//0012-1924.49.2.73 · Cited by 467 · see citing works
Trepte, S., Reinecke, L., & Juechems, K. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2011.12.003 · Cited by 462 · see citing works
Children's Motivations for Video Game Play in the Context of Normal Development
Olson, C. K. (2010) · Review of General Psychology · doi:10.1037/a0018984 · Cited by 452 · see citing works
Psychological Consequences of Social Isolation During COVID-19 Outbreak
Pietrabissa, G., & Simpson, S. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.02201 · Cited by 431 · see citing works
Research contributions in human-computer interaction
Wobbrock, J. O., & Kientz, J. A. (2016) · interactions · doi:10.1145/2907069 · Cited by 420 · see citing works
Vinokur, A. D., & van Ryn, M. (1993) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.65.2.350 · Cited by 397 · see citing works
Lenhart, A., Kahne, J. E., Middaugh, E., Macgill, A. R., Evans, C., & Jessica Vitak, B. (2008) · Cited by 388 · see citing works
Yuan, B., Folmer, E., & Harris, F. C. (2010) · Universal Access in the Information Society · doi:10.1007/s10209-010-0189-5 · Cited by 384 · see citing works
Overlap of Self, Ingroup, and Outgroup: Pictorial Measures of Self-Categorization
Schubert, T. W., & Otten, S. (2002) · Self and Identity · doi:10.1080/152988602760328012 · Cited by 353 · see citing works
Gächter, S., Starmer, C., & Tufano, F. (2015) · PLoS ONE · doi:10.1371/journal.pone.0129478 · Cited by 311 · see citing works
Gaming at a LAN event: the social context of playing video games
Jansz, J., & Martens, L. (2005) · New Media & Society · doi:10.1177/1461444805052280 · Cited by 285 · see citing works
Real and Illusory Interactions Enhance Presence in Virtual Environments
Regenbrecht, H. T., & Schubert, T. W. (2002) · PRESENCE Virtual and Augmented Reality · doi:10.1162/105474602760204318 · Cited by 273 · see citing works
Developing a Sense of Virtual Community Measure
Blanchard, A. (2007) · CyberPsychology & Behavior · doi:10.1089/cpb.2007.9946 · Cited by 250 · see citing works
Dibble, J. L., Levine, T. R., & Park, H. S. (2011) · Psychological Assessment · doi:10.1037/a0026265 · Cited by 241 · see citing works
Shen, C., & Williams, D. C. (2010) · Communication Research · doi:10.1177/0093650210377196 · Cited by 229 · see citing works
Virtual “Third Places”: A Case Study of Sociability in Massively Multiplayer Games
Ducheneaut, N., Moore, R. J., & Nickell, E. (2007) · Computer Supported Cooperative Work (CSCW) · doi:10.1007/s10606-007-9041-8 · Cited by 219 · see citing works
Friends, fun, frustration and fantasy: Child motivations for video game play
Ferguson, C. J., & Olson, C. K. (2012) · Motivation and Emotion · doi:10.1007/s11031-012-9284-7 · Cited by 216 · see citing works
Game reward systems: Gaming experiences and social meanings
Wang, H., & Sun, C. (2011) · doi:10.26503/dl.v2011i1.594 · Cited by 214 · see citing works
Zhong, Z. (2011) · Computers in Human Behavior · doi:10.1016/j.chb.2011.07.014 · Cited by 201 · see citing works
de Kort, Y. A. W., IJsselsteijn, W. A., & Poels, K. (2007) · TU/e Research Portal · Cited by 201 · see citing works
(2018) · IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining (ASONAM) · doi:10.1109/asonam.2018.8508306 · Cited by 197 · see citing works
Prisoner's Dilemma: John von Neumann, Game Theory, and the Puzzle of the Bomb
FANN, W. E. (1993) · American Journal of Psychiatry · doi:10.1176/ajp.150.12.1891-a · Cited by 196 · see citing works
Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games
Barnett, J., & Coulson, M. (2010) · Review of General Psychology · doi:10.1037/a0019442 · Cited by 193 · see citing works
Human-Computer Interaction – INTERACT 2011
Campos, P., Graham, N., Jorge, J., Nunes, N., Palanque, P. A., & Winckler, M. A. A. (2011) · Lecture notes in computer science · doi:10.1007/978-3-642-23768-3 · Cited by 192 · see citing works
An Analysis of Socioemotional and Task Communication in Online Multiplayer Video Games
Peña, J. F., & Hancock, J. T. (2005) · Communication Research · doi:10.1177/0093650205283103 · Cited by 191 · see citing works
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Begole, B., & McDonald, D. W. (2008) · doi:10.1145/1460563 · Cited by 191 · see citing works
de Kort, Y. A. W., & IJsselsteijn, W. A. (2008) · Computers in entertainment · doi:10.1145/1371216.1371221 · Cited by 187 · see citing works
Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting
Gajadhar, B., de Kort, Y., & Ijsselsteijn, W. (2008) · Fun and Games · doi:10.1007/978-3-540-88322-7_11 · Cited by 184 · see citing works
Morschheuser, B., Riar, M., Hamari, J., & Maedche, A. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.08.026 · Cited by 177 · see citing works
Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
HINDS, P. J., & Martín, D. (2006) · doi:10.1145/1180875 · Cited by 170 · see citing works
Understanding and evaluating cooperative games
Seif El-Nasr, M., Aghabeigi, B., Milam, D., Erfani, M., Lameman, B., Maygoli, H., & Mah, S. (2010) · Proceedings of the SIGCHI Conference on Human Factors in Computing Systems · doi:10.1145/1753326.1753363 · Cited by 169 · see citing works
Communication, Coordination, and Camaraderie in World of Warcraft
Chen, M. G. (2008) · Games and Culture · doi:10.1177/1555412008325478 · Cited by 168 · see citing works
Proceedings of the 23rd international conference on World wide web
(2014) · doi:10.1145/2566486 · Cited by 168 · see citing works
Colder Carras, M., Van Rooij, A. J., Van de Mheen, D., Musci, R., Xue, Q.-L., & Mendelson, T. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2016.11.060 · Cited by 166 · see citing works
Proceedings of 24th Annual International Conference on Computer Science and Software Engineering
Ng, J., & Association for Computing Machinery-Digital Library (2014) · Cited by 160 · see citing works
Technologies for Interactive Digital Storytelling and Entertainment
Göbel, S., Malkewitz, R., & Iurgel, I. (2006) · Lecture notes in computer science · doi:10.1007/11944577 · Cited by 159 · see citing works
Senior gamers: Preferences, motivations and needs
Nap, H. H., de Kort, Y. A. W., & IJsselsteijn, W. A. (2009) · Gerontechnology · doi:10.4017/gt.2009.08.04.003.00 · Cited by 158 · see citing works
The 28th IEEE International Conference on Robot and Human Interactive Communication (RO-MAN 2019)
Tanaka, F., & Inamura, T. (2020) · Journal of the Robotics Society of Japan · doi:10.7210/jrsj.38.56 · Cited by 152 · see citing works
Peng, W., & Hsieh, G. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2012.06.014 · Cited by 150 · see citing works
Social gaming, lonely life? The impact of digital game play on adolescents’ social circles
Kowert, R., Domahidi, E., Festl, R., & Quandt, T. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.04.003 · Cited by 147 · see citing works
The identification of deviance and its impact on retention in a multiplayer game
Grandprey-Shores, K., He, Y., Swanenburg, K. L., Kraut, R. E., & Riedl, J. (2014) · ACM Conference on Computer Supported Cooperative Work (CSCW) · doi:10.1145/2531602.2531724 · Cited by 145 · see citing works
Proceedings of Graphics Interface 2010
Mould, D., & Noël, S. (2010) · Graphics Interface · Cited by 143 · see citing works
A Sense of Belonging: Pokémon GO and Social Connectedness
Vella, K., Johnson, D. M., Cheng, V. W. S., Davenport, T. A., Mitchell, J., Klarkowski, M., & Phillips, C. J. (2017) · Games and Culture · doi:10.1177/1555412017719973 · Cited by 143 · see citing works
CHI '01 Extended Abstracts on Human Factors in Computing Systems
(2001) · doi:10.1145/634067 · Cited by 143 · see citing works
Martončik, M., & Lokša, J. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.11.035 · Cited by 138 · see citing works
Computer and Video Games in Family Life
Aarsand, P. A. (2007) · Childhood · doi:10.1177/0907568207078330 · Cited by 135 · see citing works
Technology to reduce social isolation and loneliness
Beacker, R., Sellen, K., Crosskey, S., Boscart, V., & Neves, B. B. (2014) · International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS) · doi:10.1145/2661334.2661375 · Cited by 134 · see citing works
Designing meaningful play within the psycho-social context of older adults
Schutter, B. D., & Abeele, V. V. (2010) · doi:10.1145/1823818.1823827 · Cited by 133 · see citing works
Proceedings of the 2017 Conference on Designing Interactive Systems
(2017) · doi:10.1145/3064663 · Cited by 126 · see citing works
Proceedings of the 2016 ACM Conference on Designing Interactive Systems
(2016) · doi:10.1145/2901790 · Cited by 124 · see citing works
Head Up Games: combining the best of both worlds by merging traditional and digital play
Soute, I., Markopoulos, P., & Magielse, R. (2009) · Personal and Ubiquitous Computing · doi:10.1007/s00779-009-0265-0 · Cited by 122 · see citing works
Who but not where: The effect of social play on immersion in digital games
Cairns, P. A., Cox, A. L., Day, M., Martin, H., & Perryman, T. (2013) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2013.08.015 · Cited by 118 · see citing works
Increasing commitment to online communities by designing for social presence
Farzan, R., Dabbish, L., Kraut, R. E., & Postmes, T. (2011) · ACM Conference on Computer Supported Cooperative Work (CSCW) · doi:10.1145/1958824.1958874 · Cited by 118 · see citing works
Enhancing one life rather than living two: Playing MMOs with offline friends
Snodgrass, J. G., Lacy, M. G., Dengah, H. J. F., & Fagan, J. M. (2011) · Computers in Human Behavior · doi:10.1016/j.chb.2011.01.001 · Cited by 117 · see citing works
Proceedings of the 2004 ACM conference on Computer supported cooperative work
Herbsleb, J., & Olson, G. M. (2004) · doi:10.1145/1031607 · Cited by 117 · see citing works
Osmanovic, S., & Pecchioni, L. L. (2015) · Games and Culture · doi:10.1177/1555412015602819 · Cited by 116 · see citing works
Bylund, M., Juhlin, O., & Fernaeus, Y. (2011) · doi:10.1145/2037373 · Cited by 116 · see citing works
Gaming Social Capital: Exploring Civic Value in Multiplayer Video Games
Molyneux, L., Vasudevan, K., & de Zúñiga, H. G. (2015) · Journal of Computer-Mediated Communication · doi:10.1111/jcc4.12123 · Cited by 112 · see citing works
The "S" in Social Network Games: Initiating, Maintaining, and Enhancing Relationships
Wohn, D. Y., Lampe, C. A. C., Wash, R., Ellison, N. B., & Jessica Vitak, B. (2011) · Hawaii International Conference on System Sciences (HICSS) · doi:10.1109/hicss.2011.400 · Cited by 112 · see citing works
Physiological compliance for social gaming analysis: Cooperative versus competitive play
Chanel, G., Kivikangas, J. M., & Ravaja, N. (2012) · Interacting with Computers · doi:10.1016/j.intcom.2012.04.012 · Cited by 110 · see citing works
Families that play together stay together: Investigating family bonding through video games
Wang, B., Taylor, L., & Sun, Q. (2018) · New Media & Society · doi:10.1177/1461444818767667 · Cited by 108 · see citing works
An empirical study of issues and barriers to mainstream video game accessibility
Porter, J. R., & Kientz, J. A. (2013) · International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS) · doi:10.1145/2513383.2513444 · Cited by 107 · see citing works
Proceedings of the 9th Nordic Conference on Human-Computer Interaction
(2016) · doi:10.1145/2971485 · Cited by 105 · see citing works
Why Game Studies Now? Gamers Don't Bowl Alone
Williams, D. C. (2005) · Games and Culture · doi:10.1177/1555412005281774 · Cited by 103 · see citing works
Children’s Computer Use in the Home
Orleans, M., & Laney, M. C. (2000) · Social Science Computer Review · doi:10.1177/089443930001800104 · Cited by 102 · see citing works
Banks, J., & Bowman, N. D. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.07.030 · Cited by 102 · see citing works
“You Can Say I Got Desensitized to It”: How Men of Color Cope with Everyday Racism in Online Gaming
Ortiz, S. M. (2019) · Sociological Perspectives · doi:10.1177/0731121419837588 · Cited by 102 · see citing works
Fox, J., Gilbert, M., & Tang, W. Y. (2018) · New Media & Society · doi:10.1177/1461444818767102 · Cited by 101 · see citing works
A Model to Support the Design of Multiplayer Games
Zagal, J. P., Nussbaum, M., & Rosas, R. (2000) · PRESENCE Virtual and Augmented Reality · doi:10.1162/105474600566943 · Cited by 98 · see citing works
Kowert, R., & Oldmeadow, J. A. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.05.004 · Cited by 97 · see citing works
Designing for Bodily Interplay in Social Exertion Games
Mueller, F., Gibbs, M., Vetere, F., & Edge, D. (2017) · ACM Transactions on Computer-Human Interaction · doi:10.1145/3064938 · Cited by 97 · see citing works
The many faces of sociability and social play in games
Stenros, J., Paavilainen, J., & Mäyrä, F. (2009) · International Academic Mindtrek Conference (Mindtrek) · doi:10.1145/1621841.1621857 · Cited by 96 · see citing works
Perry, R., Drachen, A., Kearney, A., Kriglstein, S., Nacke, L. E., Sifa, R., Wallner, G., & Johnson, D. M. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.10.032 · Cited by 93 · see citing works
Liao, G., Pham, T. T. L., Cheng, T. C. E., & Teng, C. (2020) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2020.102095 · Cited by 87 · see citing works
Designing physical and social intergenerational family entertainment
Khoo, E. T., Merritt, T. R., & Cheok, A. D. (2008) · Interacting with Computers · doi:10.1016/j.intcom.2008.10.009 · Cited by 86 · see citing works
Capture the Flag: Mixed-Reality Social Gaming with Smart Phones
Cheok, A. D., Sreekumar, A., Cao, L., & Thang, L. N. (2006) · IEEE Pervasive Computing · doi:10.1109/mprv.2006.25 · Cited by 85 · see citing works
Human-AI Collaboration in a Cooperative Game Setting
Ashktorab, Z., Liao, Q., Dugan, C., Johnson, J. M., Pan, Q., Zhang, W., Kumaravel, S., & Campbell, M. S. (2020) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3415167 · Cited by 83 · see citing works
Martey, R. M., & Stromer‐Galley, J. (2007) · Games and Culture · doi:10.1177/1555412007309583 · Cited by 81 · see citing works
Team participation and online gamer loyalty
Teng, C., & Chen, W. (2013) · Electronic Commerce Research and Applications · doi:10.1016/j.elerap.2013.08.001 · Cited by 80 · see citing works
Strangers and Friends: Collaborative Play in World of Warcraft
Nardi, B. A., & Harris, J. (2009) · Springer eBooks · doi:10.1007/978-1-4020-9789-8_24 · Cited by 80 · see citing works
Shen, C., Monge, P. R., & Williams, D. C. (2012) · Communication Research · doi:10.1177/0093650212455197 · Cited by 79 · see citing works
Michele Coscia, A. C., Rokne, M. C. A. A. C. A. K. S. A. R. K. A. S. O. A. J. G., Coscia, M., Cuzzocrea, A., Shu, K., Klamma, R., O'Halloran, S., & Rokne, J. G. (2021) · doi:10.1145/3487351 · Cited by 78 · see citing works
Hsiao, C.-C., & Chiou, J. (2012) · Decision Support Systems · doi:10.1016/j.dss.2012.09.003 · Cited by 77 · see citing works
Ekman, I., Chanel, G., Järvelä, S., Kivikangas, J. M., Salminen, M., & Ravaja, N. (2011) · Simulation & Gaming · doi:10.1177/1046878111422121 · Cited by 75 · see citing works
Family context variables and the development of self-regulation in college students.
Strage, A. A. (1998) · PubMed · Cited by 73 · see citing works
Enabling Social Play: A Framework for Design and Evaluation
Isbister, K. (2009) · Human-computer interaction series · doi:10.1007/978-1-84882-963-3_2 · Cited by 72 · see citing works
Exploring flow experiences in cooperative digital gaming contexts
Kaye, L. K. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.09.023 · Cited by 71 · see citing works
Waddell, J. C., & Peng, W. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.06.017 · Cited by 69 · see citing works
Family storytelling for grandparents and grandchildren living apart
Vutborg, R., Kjeldskov, J., Pedell, S., & Vetere, F. (2010) · Nordic Conference on Human-Computer Interaction · doi:10.1145/1868914.1868974 · Cited by 68 · see citing works
The Gray Haired Gaming Generation
Quandt, T., Grueninger, H., & Wimmer, J. (2008) · Games and Culture · doi:10.1177/1555412008325480 · Cited by 67 · see citing works
The individual and the group in console gaming
Voida, A., Carpendale, S., & Greenberg, S. (2010) · ACM Conference on Computer Supported Cooperative Work (CSCW) · doi:10.1145/1718918.1718983 · Cited by 67 · see citing works
The scale of perceived interpersonal closeness (PICS)
Popovic, M., Milne, D. L., & Barrett, P. T. (2003) · Clinical Psychology & Psychotherapy · doi:10.1002/cpp.375 · Cited by 61 · see citing works
Utz, S., Jonas, K. J., & Tonkens, E. (2012) · Journal of Media Psychology Theories Methods and Applications · doi:10.1027/1864-1105/a000066 · Cited by 60 · see citing works
Online gaming, loneliness and friendships among adolescents and adults with ASD
Sundberg, M. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.10.020 · Cited by 60 · see citing works
Once upon a game: Exploring video game nostalgia and its impact on well-being.
Wulf, T., Bowman, N. D., Velez, J. A., & Breuer, J. (2018) · Psychology of Popular Media · doi:10.1037/ppm0000208 · Cited by 59 · see citing works
2011 44th Hawaii International Conference on System Sciences
(2011) · doi:10.1109/hicss18013.2011 · Cited by 59 · see citing works
Chen, V. H. H., Duh, H. B., Phuah, P. S. K., & Lam, D. Z. Y. (2006) · Lecture notes in computer science · doi:10.1007/11872320_31 · Cited by 59 · see citing works
Designing intergenerational play via enactive interaction, competition and acceleration
Abeele, V. V., & Schutter, B. D. (2010) · Personal and Ubiquitous Computing · doi:10.1007/s00779-009-0262-3 · Cited by 57 · see citing works
Combining Search-Based Procedural Content Generation and Social Gaming in the Petalz Video Game
Risi, S., Lehman, J., D’Ambrosio, D. B., Hall, R. C. W., & Stanley, K. O. (2012) · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · doi:10.1609/aiide.v8i1.12502 · Cited by 56 · see citing works
Online gaming in the context of social anxiety.
Lee, B. W., & Leeson, P. (2015) · Psychology of Addictive Behaviors · doi:10.1037/adb0000070 · Cited by 55 · see citing works
Jia, A. L., Shen, S., van de Bovenkamp, R., Iosup, A., Kuipers, F. A., & Epema, D. H. J. (2015) · ACM Transactions on Knowledge Discovery from Data · doi:10.1145/2736698 · Cited by 53 · see citing works
Proceeding of the 16th International Academic MindTrek Conference
Lugmayr, A. (2012) · doi:10.1145/2393132 · Cited by 53 · see citing works
Subjective Experience and Sociability in a Collaborative Serious Game
Oksanen, K. (2013) · Simulation & Gaming · doi:10.1177/1046878113513079 · Cited by 52 · see citing works
McCreery, M. P., Vallett, D., & Clark, C. A. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.04.044 · Cited by 51 · see citing works
Reer, F., & Krämer, N. C. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.03.057 · Cited by 51 · see citing works
Social Benefits of Playing Wii Bowling for Older Adults
Schell, R., Hausknecht, S. N., Zhang, F., & Kaufman, D. M. (2015) · Games and Culture · doi:10.1177/1555412015607313 · Cited by 51 · see citing works
Computing, Social Activity, and Entertainment: A Field Study of a Game MUD
Muramatsu, J., & Ackerman, M. S. (1998) · Computer Supported Cooperative Work (CSCW) · doi:10.1023/a:1008636204963 · Cited by 50 · see citing works
Designing for collaboration: a study in intergenerational social game design
Derboven, J., Gils, M. V., & Grooff, D. D. (2011) · Universal Access in the Information Society · doi:10.1007/s10209-011-0233-0 · Cited by 48 · see citing works
Massively Multiplayer Online Role-Playing Games (MMORPGs) and Socio-Emotional Wellbeing
Zhang, F., & Kaufman, D. M. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.04.008 · Cited by 48 · see citing works
Helping Behaviors During Video Game Play
Velez, J. A., & Roskos‐Ewoldsen, D. R. (2013) · Journal of Media Psychology Theories Methods and Applications · doi:10.1027/1864-1105/a000102 · Cited by 47 · see citing works
Social identification and interpersonal attraction in MUDs
Utz, S. (2003) · Swiss Journal of Psychology · doi:10.1024//1421-0185.62.2.91 · Cited by 45 · see citing works
Chong, P. H. J., & Cheok, A. D. (2007) · doi:10.1145/1378063 · Cited by 45 · see citing works
Meng, J.-B., Williams, D., & Shen, C.-H. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.06.007 · Cited by 43 · see citing works
Gender swapping and user behaviors in online social games
Lou, J.-K., Park, K., Cha, M., Park, J. M., Lei, C., & Chen, K.-T. (2013) · International World Wide Web Conference (WWW) · doi:10.1145/2488388.2488460 · Cited by 43 · see citing works
Shen, C. (2013) · New Media & Society · doi:10.1177/1461444813489507 · Cited by 42 · see citing works
The influence of social entities in virtual reality games on player experience and immersion
Liszio, S., Emmerich, K., & Masuch, M. (2017) · International Conference on the Foundations of Digital Games (FDG) · doi:10.1145/3102071.3102086 · Cited by 42 · see citing works
Emmerich, K., & Masuch, M. (2017) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3116595.3116606 · Cited by 42 · see citing works
Silva-Calpa, G. F. M., Raposo, A. B., & Suplino, M. (2014) · Computer Supported Cooperative Work (CSCW) · doi:10.1007/s10606-014-9214-1 · Cited by 41 · see citing works
Older Adults’ Social Interactions in Massively Multiplayer Online Role-Playing Games (MMORPGs)
Zhang, F., & Kaufman, D. M. (2015) · Games and Culture · doi:10.1177/1555412015601757 · Cited by 41 · see citing works
”Why Can’t We Be Friends?” An Empathic Game Companion for Long-Term Interaction
Leite, I., Mascarenhas, S. F., Pereira, A., Martinho, C., Prada, R., & Paiva, A. (2010) · Lecture notes in computer science · doi:10.1007/978-3-642-15892-6_32 · Cited by 41 · see citing works
Online Communities and Social Computing
Ozok, A. A., & Zaphiris, P. (2009) · Lecture notes in computer science · doi:10.1007/978-3-642-02774-1 · Cited by 40 · see citing works
Understanding collocated social interaction between Pokémon GO players
Paasovaara, S., Jarusriboonchai, P., & Olsson, T. (2017) · International Conference on Mobile and Ubiquitous Multimedia (MUM) · doi:10.1145/3152832.3152854 · Cited by 40 · see citing works
Exploring social interactions and attributes of casual multiplayer mobile gaming
Li, K. A., & Counts, S. (2007) · International Conference on Mobile Technology, Applications, and Systems · doi:10.1145/1378063.1378181 · Cited by 39 · see citing works
How Disclosing Skill Assistance Affects Play Experience in a Multiplayer First-Person Shooter Game
Depping, A. E., Mandryk, R. L., Li, C., Gutwin, C. A., & Vicencio-Moreira, R. (2016) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2858036.2858156 · Cited by 39 · see citing works
Learning by Playing. Game-based Education System Design and Development
Chang, M., Kuo, R., Chen, G.-D., Kinshuk, & Hirose, M. (2009) · Lecture notes in computer science · doi:10.1007/978-3-642-03364-3 · Cited by 38 · see citing works
A new look at World of Warcraft's social landscape
Schiano, D. J., Nardi, B. A., Debeauvais, T., Ducheneaut, N., & Yee, N. (2011) · International Conference on the Foundations of Digital Games (FDG) · doi:10.1145/2159365.2159389 · Cited by 38 · see citing works
Improving social game engagement on facebook through enhanced socio-contextual information
Kirman, B. J., Lawson, S. W., Linehan, C., Martino, F., Gamberini, L., & Gaggioli, A. (2010) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/1753326.1753589 · Cited by 37 · see citing works
Involvement shield or social catalyst: Thoughts on sociospatial practice of Pokémon GO
Humphreys, L. (2016) · Mobile Media & Communication · doi:10.1177/2050157916677864 · Cited by 36 · see citing works
Proceedings of the Australasian Computer Science Week Multiconference
(2016) · doi:10.1145/3014812 · Cited by 36 · see citing works
The playeur and Pokémon Go: Examining the effects of locative play on spatiality and sociability
Evans, L., & Saker, M. (2018) · Mobile Media & Communication · doi:10.1177/2050157918798866 · Cited by 35 · see citing works
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Lugmayr, A. R., Franssila, H., Sotamaa, O., Näränen, P., & Vanhala, J. (2009) · doi:10.1145/1621841 · Cited by 35 · see citing works
Flagged first, then by citations
11 of the 382 references couldn’t be matched to a known paper.
Cited by
Sorted by citations
Online communities as a risk factor for gambling and gaming problems: A five-wave longitudinal study
Vepsäläinen, J., Kaakinen, M., Savolainen, I., Hagfors, H., Vuorinen, I., & Oksanen, A. (2024) · Computers in Human Behavior · doi:10.1016/j.chb.2024.108246 · Cited by 25 · see citing works
Adolescent social gaming as a form of social media: A call for developmental science
Maheux, A. J., Garrett, S. L., Fox, K. A., Field, N. H., Burnell, K., Telzer, E. H., & Prinstein, M. J. (2024) · Child Development Perspectives · doi:10.1111/cdep.12518 · Cited by 23 · see citing works
Understanding Children's Avatar Making in Social Online Games
Fu, Y., Schwamm, S., Baughan, A., Powell, N., Kronberg, Z., Owens, A., Izenman, E., Alsabeh, D., Hunt, E., Rich, M., et al. (2025) · International Conference on Human Factors in Computing Systems · doi:10.1145/3706598.3713262 · Cited by 10 · see citing works
Hartanto, A., & Kasturiratna, K. T. A. S. (2024) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2024.100535 · Cited by 15 · see citing works
Social Media, Mobile Payment, and Mobile Gaming for Intentional and Behavioral Recommendations
Liao, S.-H., Widowati, R., & Tang, W. (2024) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2024.2325178 · Cited by 14 · see citing works
Promoting Family Play through Asymmetric Game Design
Pais, P., Gonçalves, D., Gerling, K., Romão, T., Guerreiro, T., & Rodrigues, A. (2024) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3637392 · Cited by 14 · see citing works
Self-citationA Living Framework for Understanding Cooperative Games
Pais, P., Gonçalves, D., Reis, D., Godinho, J. C. N., Morais, J. F., Piçarra, M., Trindade, P., Alexandrovsky, D., Gerling, K., Guerreiro, J., et al. (2024) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3641953 · Cited by 11 · see citing works
Self-citationAriya, P., Wongwan, N., Intawong, K., & Puritat, K. (2025) · Social Sciences & Humanities Open · doi:10.1016/j.ssaho.2025.101387 · Cited by 9 · see citing works
Pan, Y., Shao, X., & Shakibaei, G. (2025) · Learning and Motivation · doi:10.1016/j.lmot.2025.102123 · Cited by 15 · see citing works
Digital Therapies for Substance Use Disorders: Recent Advances and Engagement Strategies
Oesterle, T., & Bormann, N. L. (2026) · Substance Abuse and Rehabilitation · doi:10.2147/sar.s560350 · Cited by 6 · see citing works
Bilali, T., & Papahristou, E. (2024) · Advances in marketing, customer relationship management, and e-services book series · doi:10.4018/979-8-3693-3049-4.ch014 · Cited by 5 · see citing works
Portier-Charneau, C., & Sanchiz, M. (2024) · Information and Learning Sciences · doi:10.1108/ils-11-2023-0185 · Cited by 8 · see citing works
Forced to Choose Silence: Social Gaming with Disabilities
Baltzar, P., Hassan, L., & Turunen, M. (2024) · Simulation & Gaming · doi:10.1177/10468781241259831 · Cited by 4 · see citing works
Hu, B. A., Lin, R. R., Tao, Y. E., Laato, S., & Li, Y. (2025) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3757679 · Cited by 5 · see citing works
MOFA: Multiplayer Omnipresent Fighting Arena
Hu, B. A., Zhang, Y., Hao, S., & Tao, Y. E. (2024) · doi:10.1145/3641521.3664414 · Cited by 4 · see citing works
How do video games affect mental health? A narrative review of 13 proposed mechanismsPreprint
Ballou, N., Hakman, T., Vuorre, M., Magnusson, K., & Przybylski, A. K. (2024) · doi:10.31234/osf.io/q2kxg · Cited by 4 · see citing works
Suryavanshi, A. K. S., Pandey, S., Rameshkkumar, S. R., Patel, R., Bhatt, V., & Thomas, S. (2025) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2025.2565387 · Cited by 3 · see citing works
Plch, L., Barvík, D., & Zounek, J. (2025) · International Journal of Educational Research · doi:10.1016/j.ijer.2025.102536 · Cited by 2 · see citing works
Beyond the Enforcer: Exploring Metaphors for Alternative AI Moderation in Online Games
Galwey, R., Sparrow, L. A., & Butt, M.-A. R. (2025) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/3706599.3720148 · Cited by 2 · see citing works
Effects of a local multiplayer cooperative game club for the development of children's social skills
Aura, I., & Boucht, N. (2025) · doi:10.26503/dl.v2025i2.2450 · Cited by 2 · see citing works
Yu, Y., Phillips, M., & Corino, G. (2025) · Applied Sciences · doi:10.3390/app15148046 · Cited by 1 · see citing works
Hu, A., Li, M., & Yuan, R. (2025) · Industrial Management & Data Systems · doi:10.1108/imds-07-2025-1018 · Cited by 2 · see citing works
Magic Planters: AI-Enhanced Design in an AR Game for Behavioral Improvement
Wang, L., Fan, Z., Wang, Y., Tan, W., Li, J., & Yao, Y. (2024) · Lecture notes in computer science · doi:10.1007/978-3-031-74353-5_35 · Cited by 2 · see citing works
An Antidote to Overpathologizing Computer-Mediated CommunicationPreprint
Katiyar, T., Hunt, A., Chaudhary, N., & Jaeggi, A. V. (2023) · doi:10.31234/osf.io/t4azn · Cited by 2 · see citing works
Health Benefits of Video Games in Adolescents and Young Adults
Nagata, J. M., Nayak, S., Choi, W., Potes, C., Heuer, A., Memon, Z., Talebloo, J., Li, E. J., Bao, K., Helmer, C. K., et al. (2026) · Current Pediatrics Reports · doi:10.1007/s40124-026-00376-y · Cited by 1 · see citing works
Party Games as a Crossroad Between Strangers: A Mixed-Methods Study
Masek, L., Bachmann, D., Wang, Y., & Ibtehaz, M. A. (2025) · doi:10.26503/dl.v2025i3.2494 · Cited by 1 · see citing works
The Role of Gaming Passion in Couples’ Romantic Relationships
Kosa, M., Puhlman, D. J., Tochilnikova, E., & Harteveld, C. (2025) · Leisure Sciences · doi:10.1080/01490400.2025.2534364 · Cited by 1 · see citing works
Hoang, T.-H., & Fu, J.-R. (2025) · Computers in Human Behavior · doi:10.1016/j.chb.2025.108772 · Cited by 1 · see citing works
Understanding How Visually Impaired Players Socialize in Mobile Games
Ran, Z., Li, X., Xiao, Q., Wang, Y., Li, F. M., & Lu, Z. (2025) · International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS) · doi:10.1145/3663547.3746385 · Cited by 1 · see citing works
Kleppang, A. L., Hagquist, C., Stea, T. H., Leonhardt, M., Bonsaksen, T., Lien, L., & Steigen, A. M. (2025) · Health and Quality of Life Outcomes · doi:10.1186/s12955-025-02428-1 · Cited by 1 · see citing works
When the Game Turns Toxic: Exploring Gendered Effects on Well-Being and Self-Esteem
Hygen, B. W., Lydersen, S., Kuss, D., Scholz, T. M., & Wendelborg, C. (2025) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2025.100914
Hasan, S. H., Mulyati, Y., Winarni, N. D. A., Larasati, D., Yuanvanelli, Y. D., Hamimi, E., Roini, C., & Istiqomah, I. (2026) · Multidisciplinary Science Journal · doi:10.31893/multiscience.2026453 · Cited by 1 · see citing works
Potter, A. L., O’Leary, A., Incecik, E., Rose, K., Pavlopoulou, G., & Tibber, M. S. (2026) · Autism in Adulthood · doi:10.1177/25739581261435559 · Cited by 2 · see citing works
Characterising Gaming Group Experiences
Reis, D., Gerling, K., & Rodrigues, A. (2026) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3791223 · Cited by 1 · see citing works
Self-citationChen, A., Burtscher, S., & Gerling, K. (2024) · Mensch und Computer (MuC) · doi:10.1145/3670653.3677494 · Cited by 1 · see citing works
Self-citationCommunication Patterns in the Use of Communication Features in Online Games Case Study: Valorant
(2024) · Jurnal Vokasi Indonesia · doi:10.7454/jvi.v11i2.1203 · Cited by 1 · see citing works
Exploring Asymmetric Competitive Gaming For Mixed-Visual-Ability Pairs
Trindade, P., Gonçalves, D., Pais, P., Guerreiro, J., Guerreiro, T., & Rodrigues, A. (2025) · Communications in computer and information science · doi:10.1007/978-3-031-81713-7_2 · Cited by 1 · see citing works
Self-citationVučić, D., Vidaček-Hainš, V., & Ćurković, S. (2024) · Journal of information and organizational sciences · doi:10.31341/jios.48.2.12
López, M. J. C., Casados, J. C., & Herrera, R. D. J. G. (2024) · Lecture notes on data engineering and communications technologies · doi:10.1007/978-981-97-9255-9_10 · Cited by 1 · see citing works
The Impact of the Mobile Legends Games on the Psychosocial Health of Children
Hidayat, F. N., & Qodat, A. (2024) · JUDIKDAS Jurnal Ilmu Pendidikan Dasar Indonesia · doi:10.51574/judikdas.v4i1.2307
Access Versus Exclusivity in the Digital Creative and Cultural Landscape
Nasta, L. (2025) · Springer eBooks · doi:10.1007/978-3-031-77473-7_3
”Mä en tiiä mitä olisin tehnyt ilman niitä”
Koivumäki, N.-E., Kraav, S., & Vornanen, R. (2025) · Nuorisotutkimus · doi:10.57049/nuorisotutkimus.9162890
Spielen im Netz und Online-Spiele als Kommunikation
Jöckel, S., & de Baey-Ernsten, M. (2025) · Springer eBooks · doi:10.1007/978-3-658-18017-1_20-2
Shaheen, A., Alkhatib, A. A., Farfoura, M. E., & Albustanji, R. N. (2025) · IET Software · doi:10.1049/sfw2/6662968
Beyond Traditional Gaming: Understanding How Social VR Streaming Creates New Forms of Play
Hu, Y., Panchanadikar, R., & Freeman, G. (2025) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3744736.3749361
A Classification of Persuasive Features in Video Games: A Structured Literature Review
Vumisa, N., Pretorius, H. W., & Hattingh, M. J. (2025) · Lecture notes in networks and systems · doi:10.1007/978-981-96-7514-2_37
Aufheimer, M., Gerling, K., Graham, T. C. N., Rodrigues, A., & Yıldız, Z. (2025) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3748596
Self-citationLesen und Spielen als solitäre Praxis – Annäherungen zwischen Sattelzeit und Digitalisierung
Unterhuber, T. (2025) · Media - Literaturwissenschaftliche Forschungen · doi:10.1007/978-3-662-72110-0_10
Arya, R., Mundy, D. P., Mills, A., Lilford, S., & Grant, D. (2025) · doi:10.1093/9780198945253.003.0090
Meeprom, S., Chutiphongdech, T., & Kokkhangplu, A. (2025) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2025.2595543
Zhang, H., Li, B. J., Chen, C., & Liang, D. (2025) · Atlantic Journal of Communication · doi:10.1080/15456870.2025.2606390
Wang, H., Justitia, A., & Hsu, S.-W. (2026) · Multimedia Tools and Applications · doi:10.1007/s11042-026-21286-7
Gaming with a heart: the case for esports amateurism
Ekdahl, D., Krieger, J., & Brus, A. (2026) · Sport Ethics and Philosophy · doi:10.1080/17511321.2026.2630164
Tseng, J. T. (2026) · JMIR Aging · doi:10.2196/80541
Internet Gaming Disorder and Nonmedical Prescription Drug Use: The Moderating Role of Student Status
Jacob, S., Gately, K. A., Noel, J. K., & Rosenthal, S. R. (2026) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph23030386
Chuprov, E. (2026) · Sociological Journal · doi:10.19181/socjour.2026.32.1.6
Noon, E. J., Carbone, L., Swinnen, B., & Vandenbosch, L. (2026) · Mass Communication & Society · doi:10.1080/15205436.2026.2649894
Hirsch, L. S., Fey, J. C., Leung, I., Peng, J., Setty, A., & Isbister, K. (2026) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3790433
Sun, J., & Skourdoumbis, A. (2026) · International Journal of Computer-Supported Collaborative Learning · doi:10.1007/s11412-026-09476-9
Sipahutar, I. E., Suardana, I. K., Hartati, N. N., Harini, I. G. A., Gama, I. K., Suardani, N. L. K., & Dewi, D. G. M. P. (2026) · Journal of Applied Nursing and Health · doi:10.55018/janh.v8i2.522
Reconceptualizing online gaming in emerging adulthood: a phenomenological study
Sathiyaseelan, A., Balasundaram, S., & Patangia, B. (2026) · BMC Psychology · doi:10.1186/s40359-026-05058-4
Gong, X., Wang, J., Cui, Y., Wang, Z., & Wang, B. (2026) · Frontiers in Psychology · doi:10.3389/fpsyg.2026.1807531
Shah, S., Pathak, P., Sharma, A., Mehra, A., Jadeja, A., & Thomas, S. (2026) · Journal of Nonprofit & Public Sector Marketing · doi:10.1080/10495142.2026.2698123
Nadeem, M., Irfan, M. F., Arshad, M., Akram, M. M., & Sahar, N. U. (2026) · International Journal of Adolescence and Youth · doi:10.1080/02673843.2026.2726667
van Alem, J. L. L., Frielink, N., Penninga, W., & Embregts, P. J. C. M. (2026) · Cyberpsychology Journal of Psychosocial Research on Cyberspace · doi:10.5817/cp2026-4-10
da Silva, P. H. B., & Junior, O. O. D. M. (2026) · RECIMA21 - Revista Científica Multidisciplinar · doi:10.47820/recima21.v7i9.9004
Zhao, C., Luo, X., & Zhang, W. (2026) · Personality and Individual Differences · doi:10.1016/j.paid.2026.114081
Exploring Leisure Gaming as a Meaningful Occupation in Pediatric Inpatient Rehabilitation
Gefen, N. (2026) · Physical & Occupational Therapy In Pediatrics · doi:10.1080/01942638.2026.2733289
Gonçalves, D., Godinho, J. C. N., Trindade, P., Guerreiro, J., Guerreiro, T., & Rodrigues, A. (2026) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3816973
Self-citationGliosci, R., & Murta, S. G. (2026) · Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames) · doi:10.5753/sbgames_estendido.2026.26446
A Systematic Mapping of Game-based Interventions for Social Connection
Gliosci, R., & Murta, S. G. (2026) · Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames) · doi:10.5753/sbgames.2026.26190
- Authors
- Gonçalves, D., Pais, P., Gerling, K., Guerreiro, T., & Rodrigues, A.
- Affiliations
- University of Lisbon (PT)
- Karlsruhe Institute of Technology (DE)
- Corresponding author
- Gonçalves, David
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2023-10
- Volume
- 147
- Pages
- 107851
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W4381384711
- Cited by
- 72
- References
- 382
- Citations by year
- 2026: 25 · 2025: 29 · 2024: 17 · 2023: 1
- FWCI
- 3.61
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Licence
- Locations
- Computers in Human Behavior (publishedVersion, cc-by)
- Repository KITopen (Karlsruhe Institute of Technology) (submittedVersion, cc-by)
- KITopen (cc-by)
- Funders
- Fundação para a Ciência e a Tecnologia (UI/BD/151178/2021, UIDP/00408/2020, CMU/TIC/0026/2021, UIDB/00408/2020, 2022.12448, 2022.08895)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Keywords
- social gaming, multiplayer games, social interaction in games, spectators, social outcomes, game design, ecological validity, research gaps
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review