Social Interactions in Massively Multiplayer Online Role-Playing Gamers
By Helena Cole, Mark D. Griffiths. Cyberpsychology, Behavior, and Social Networking, 2007
1,010 citations recorded by the source corpus.
Subfields: Communication, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/92bd3708b5f1e4d9f9121f249e83699f6b6b9ca9
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Communication
- Mark D. Griffiths
- Daniel Kardefelt-Winther
- Scott E. Caplan
- Kimberly S. Young
- Alex Meredith
- Xavier Carbonell
- N. Yee
- Dmitri Williams
In Sociology and Political Science
- Mark D. Griffiths
- Daria J. Kuss
- Daniel Kardefelt-Winther
- Zsolt Demetrovics
- Dmitri Williams
- Scott E. Caplan
- Kimberly S. Young
- Daniel L. King
Citations in the corpus
- Understanding Online Gaming Addiction and Treatment Issues for Adolescents (2009, background): “A study conducted by the International Gaming Research Unit at Nottingham Trent University in the United Kingdom has examined the social interactions that occur both within and outside of MMORPGs (Cole and Griffiths, 2007).”
- Women’s experiences with general and sexual harassment in online video games: Rumination, organizational responsiveness, withdrawal, and coping strategies (2017, background): “Just as in offline organizations, players establish working relationships focused on gaming tasks or develop relationships that transcend the scope of the game itself (Cole and Griffiths, 2007; Yee, 2014).”
- Video Game Structural Characteristics: A New Psychological Taxonomy (2009, background): “Within massively multiplayer online role-playing games (MMORPGs), a number of social institutions have emerged which can satisfy this need (Cole and Griffiths 2007).”
- “Media Time = Family Time” (2014, background): “More relevant to this research, the stimulation hypothesis suggests that social media may strengthen family life, as adolescents have meaningful interactions either online or via cell phone with parents (e.g., Cole & Griffiths, 2007; Ko & Kuo, 2009; Valkenburg, Peter, & Schouten, 2006).”
- Internet Gaming Disorder (2018, neutral): “Nearly 20% of massively multiplayer online roleplaying games (MMORPG) players report that their video game playing had negatively affected their relationships with their non-playing partners [22].”
- The Use of Online Methodologies in Data Collection for Gambling and Gaming Addictions (2009, background): “…aggression (Grüsser et al. 2007; Hussain and Griffiths 2009), gender swapping in online video gaming (Hussain and Griffiths 2008), excessive socialising in online video gaming (Cole and Griffiths 2007), and excessive Internet use more generally (e.g., Niemz et al. 2005; Widyanto et al. 2008).”
- Problematic Internet use and psychosocial well-being among MMO players (2009, background): “Cole and Griffiths (2007) describe MMO games as ''extremely social games " and as ''highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships " (p. 575).”
- Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study (2017, background): “However, social motives such as playing online to meet new people or to maintain existing friendships are predictive of more positive outcomes of online gaming (e.g. Cole & Griffiths 2007; Yang & Liu 2017).”
- The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence (2009, background): “His gaming was essentially a social activity as has been identified elsewhere in the literature (Griffiths et al. 2004a, b; Chen et al. 2006; Wang and Wang 2008), and he also met his girlfriend online and in-game, something that a recent study found occurring among one in ten gamers ( Cole and Griff”
- Videogame Addiction and its Treatment (2009, background): “Cole and Griffiths 2007; Hussain and Griffiths 2008) and/or therapeutic (e.g.”
- Geek or Chic? Emerging Stereotypes of Online Gamers (2012, background): “Furthermore, studies of the demographic profile of gamers provides no evidence of a veridical foundation to these stereotypes (see Axelsson & Regan, 2002; Cole & Griffiths, 2007; Griffiths et al., 2003; Williams, Ducheneaut, Xiong, Yee, & Nickell, 2006; Williams et al., 2008; Yee, 2006, 2007).”
- Online Gaming Addiction: The Role of Sensation Seeking, Self-Control, Neuroticism, Aggression, State Anxiety, and Trait Anxiety (2009, positive): “29 Online role-playing games may allow individuals to take on the role of different characters within a fantasy world and make people feel less socially anxious.”
- The social side of gaming: How playing online computer games creates online and offline social support (2012, neutral): “…communities (Beaudoin & Tao, 2007; Lee & Lee, 2010), blogging (Ko & Kuo, 2009), communicating or gathering information in online settings (Skoric, Ying, & Ng, 2009), and online gaming (Cole & Griffiths, 2007; Huvila et al., 2010; Steinkuehler & Williams, 2006; Utz, 2000; Williams et al., 2006).”
- A Qualitative Analysis of Online Gaming Addicts in Treatment (2013, background): “These three categories are part of the symptoms necessary for the diagnosis of addiction/psychological dependence, and have been described in the drug addiction field (Camí and Farré 2003) and in the Internet addiction field (Griffiths 2000; Widyanto and Griffiths 2006; Sánchez-Carbonell et al.”