Online Game Play

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Nick Yee - One of the best experts on this subject based on the ideXlab platform.

  • looking for gender gender roles and behaviors among Online Gamers
    Journal of Communication, 2009
    Co-Authors: Dmitri Williams, Mia Consalvo, Scott E Caplan, Nick Yee
    Abstract:

    Several hypotheses regarding the importance of gender and relationships were tested by combining a large survey dataset with unobtrusive behavioral data from 1 year of Play. Consistentwithexpectations,malesPlayedforachievement-orientedreasonsandweremore aggressive, especially within romantic relationships where both partners Played. Female Players in such relationships had higher general happiness than their male counterparts. Contrary to stereotypes and current hypotheses, it was the female Players who Played the most. Female Players were also healthier than male Players or females in the general population. The findings have implications for gender theory and communication-oriented methods in Games and Online research—most notably for the use of self-reported time spent, which was systematically incorrect and different by gender. doi:10.1111/j.1460-2466.2009.01453.x Female video Game Players now comprise 40% of all Players, and women over 18 make up more of the Game-Playing population than do males under 17 (Top 10 IndustryFacts, 2008). Yet, studies of men and women report both genders believe that computer Games are a ‘‘particularly masculine pursuit’’ (Selwyn, 2007, p. 533). Are more women ignoring social sanctions for engaging in a supposedly masculine activity? Are men avoiding feminine actions while Playing? To determine the answers, we must investigate how video Game Players are positioning their activity in relation to their gender, and better understand their reasons for Playing Games at all. Past media research on gaming has found that men and women perform in, and perceive, Games differently (Blumberg & Sokol, 2004), but this research has not been updated since the mass adoption of large-scale Online Games. Likewise, social scientific research in the area of gender roles has not examined Online Game Play, and how it may be changing gendered definitions of Game Play. At the same time, research covering a wide variety of social Internet activities has found women’s uses and considerations to be different

Rachel Kowert - One of the best experts on this subject based on the ideXlab platform.

  • social outcomes Online Game Play social currency and social ability
    2015
    Co-Authors: Rachel Kowert
    Abstract:

    This chapter examines the empirical work that has assessed the impact of Online video Game involvement on Players' social currency and social ability. Since the popularization of e-mail and Online chat rooms, researchers have noted concern over the potential consequences of utilizing the internet for social purposes. Displacement theorists highlight the potential for social atrophy over time due to Online video Game engagement. This is a classic media effects perspective, as it is use of the media itself that is believed to contribute to any negative outcomes. Conversely, compensation theorists focus on the motivational role of pre-exiting social dispositions in Online video Game involvement. The social displacement and social compensation hypotheses are the most commonly enlisted theoretical frameworks used to explain any inverse relationships between Online video Game involvement and social outcomes. While these two theories differ in the proposed origin of social differences among the Online Game Playing community.

  • psychosocial causes and consequences of Online video Game Play
    Computers in Human Behavior, 2015
    Co-Authors: Rachel Kowert, Jens Vogelgesang, Ruth Festl, Thorsten Quandt
    Abstract:

    The psychosocial causes and consequences of Online video Game Play were evaluated.Over a 1- and 2-year period, evidence for social compensation processes were found.Among young adults, Online Games appear to be socially compensating spaces.No significant displacement or compensation patterns were found for adolescents.No significant displacement or compensation patterns were found for older adults. Due to its worldwide popularity, researchers have grown concerned as to whether or not engagement within Online video gaming environments poses a threat to public health. Previous research has uncovered inverse relationships between frequency of Play and a range of psychosocial outcomes, however, a reliance on cross-sectional research designs and opportunity sampling of only the most involved Players has limited the broader understanding of these relationships. Enlisting a large representative sample and a longitudinal design, the current study examined these relationships and the mechanisms that underlie them to determine if poorer psychosocial outcomes are a cause (i.e., pre-existing psychosocial difficulties motivate Play) or a consequence (i.e., poorer outcomes are driven by use) of Online video Game engagement. The results dispute previous claims that Online Game Play has negative effects on the psychosocial well-being of its users and instead indicate that individuals Play Online Games to compensate for pre-existing social difficulties.

Dmitri Williams - One of the best experts on this subject based on the ideXlab platform.

  • looking for gender gender roles and behaviors among Online Gamers
    Journal of Communication, 2009
    Co-Authors: Dmitri Williams, Mia Consalvo, Scott E Caplan, Nick Yee
    Abstract:

    Several hypotheses regarding the importance of gender and relationships were tested by combining a large survey dataset with unobtrusive behavioral data from 1 year of Play. Consistentwithexpectations,malesPlayedforachievement-orientedreasonsandweremore aggressive, especially within romantic relationships where both partners Played. Female Players in such relationships had higher general happiness than their male counterparts. Contrary to stereotypes and current hypotheses, it was the female Players who Played the most. Female Players were also healthier than male Players or females in the general population. The findings have implications for gender theory and communication-oriented methods in Games and Online research—most notably for the use of self-reported time spent, which was systematically incorrect and different by gender. doi:10.1111/j.1460-2466.2009.01453.x Female video Game Players now comprise 40% of all Players, and women over 18 make up more of the Game-Playing population than do males under 17 (Top 10 IndustryFacts, 2008). Yet, studies of men and women report both genders believe that computer Games are a ‘‘particularly masculine pursuit’’ (Selwyn, 2007, p. 533). Are more women ignoring social sanctions for engaging in a supposedly masculine activity? Are men avoiding feminine actions while Playing? To determine the answers, we must investigate how video Game Players are positioning their activity in relation to their gender, and better understand their reasons for Playing Games at all. Past media research on gaming has found that men and women perform in, and perceive, Games differently (Blumberg & Sokol, 2004), but this research has not been updated since the mass adoption of large-scale Online Games. Likewise, social scientific research in the area of gender roles has not examined Online Game Play, and how it may be changing gendered definitions of Game Play. At the same time, research covering a wide variety of social Internet activities has found women’s uses and considerations to be different

Judy Van De Venne - One of the best experts on this subject based on the ideXlab platform.

  • world of warcraft widows spousal perspectives of Online gaming and relationship outcomes
    American Journal of Family Therapy, 2015
    Co-Authors: Joann Lianekhammy, Judy Van De Venne
    Abstract:

    A content and thematic analysis was conducted using forum messages from websites developed for wives of Online Gamers who Play World of Warcraft. Blog posts from 50 women describing conflict in their marital relationship involving their husband's Online Game Play were analyzed. Four overarching themes were identified and discussed in terms of the impact of Online gaming on family functioning and relationships, emotional outcomes, and coping mechanisms. Results of ensuing issues arising from excessive gaming as perceived by the non-gaming spouse and ways in which they cope with these issues are shared.

Thorsten Quandt - One of the best experts on this subject based on the ideXlab platform.

  • psychosocial causes and consequences of Online video Game Play
    Computers in Human Behavior, 2015
    Co-Authors: Rachel Kowert, Jens Vogelgesang, Ruth Festl, Thorsten Quandt
    Abstract:

    The psychosocial causes and consequences of Online video Game Play were evaluated.Over a 1- and 2-year period, evidence for social compensation processes were found.Among young adults, Online Games appear to be socially compensating spaces.No significant displacement or compensation patterns were found for adolescents.No significant displacement or compensation patterns were found for older adults. Due to its worldwide popularity, researchers have grown concerned as to whether or not engagement within Online video gaming environments poses a threat to public health. Previous research has uncovered inverse relationships between frequency of Play and a range of psychosocial outcomes, however, a reliance on cross-sectional research designs and opportunity sampling of only the most involved Players has limited the broader understanding of these relationships. Enlisting a large representative sample and a longitudinal design, the current study examined these relationships and the mechanisms that underlie them to determine if poorer psychosocial outcomes are a cause (i.e., pre-existing psychosocial difficulties motivate Play) or a consequence (i.e., poorer outcomes are driven by use) of Online video Game engagement. The results dispute previous claims that Online Game Play has negative effects on the psychosocial well-being of its users and instead indicate that individuals Play Online Games to compensate for pre-existing social difficulties.