Busting the Myth of the Non-Social Gamer: Comparing Friendship Quality Between Gamers and Non-Gamers
Notice bibliographique
Résumé
Beyond the use of social media, people now often connect with people around the globe through online gaming. There are more than one billion people worldwide who play online games, and almost one-half of the population in the U.S are video gamers (Liu, Li, & Santhanam. 2013). There are still common stereotypes that gamers lack “real” friends and hide away from social activities as social isolates because the online world is not conducive to healthy social connections (Nie, 2001, Shen & Williams, 2010; Williams, 2006). However, there are also studies showing that online connections between gamers are healthy. Research with MMORPG players found that game play helped created strong online friendships, and social motives drove player participation (Griffiths et al., 2011). A German study showed that there was no significant difference between gamers and non-gamers in terms of how to socialize with other people online (Domahidi, Festl & Quandt, 2014). To gain a better understanding of gamers’ social characteristics, the present study examined friendships in online and offline domains in a gamer group and a non-gamer group. Ninety-two gamers and fifty-nine non-gamers completed the McGill Friendship Questionnaire (Mendelson & Aboud, 2014). for their closest online and offline friend, and a general measure of personal happiness using the Oxford Happiness Questionnaire (Hills and Argyle, 2002). Within group comparison found that for gamers the online friendship was of significantly higher quality than the offline friendship. For non-gamers, the opposite results were found. Of particular importance and interest in this study was the finding that the closest online friendship for the gamer group was not significantly different on any friendship dimension than the closest offline friendship for the non-gamer group, and both groups also showed no difference in general life happiness. In essence, the closest face to face friendship non-gamers enjoy looks the same as the closest online friendship reported by gamers. The results support the conclusion that gamers do have close and important friendships with other people, and that these occur online rather than face to face. The explanation could be that for gamers, their comfort in the online environment allows them to meet and grow close to others within this milieu, even though they may never meet their closest friend face to face. For further study, it will be valuable to see how this finding varies by personal qualities, such as gender, age or loneliness level.
Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.
Comment cette classification a été obtenuedéplier
Prédiction distillée sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.
Scores Codex et Gemma par catégorie
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,002 | 0,000 |
| Méta-épidémiologie (sens strict) | 0,000 | 0,000 |
| Méta-épidémiologie (sens large) | 0,000 | 0,000 |
| Bibliométrie | 0,000 | 0,000 |
| Études des sciences et des technologies | 0,003 | 0,004 |
| Communication savante | 0,000 | 0,000 |
| Science ouverte | 0,001 | 0,001 |
| Intégrité de la recherche | 0,000 | 0,001 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,000 | 0,000 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; les deux têtes enseignantes s’accordent sur ce qui est montré ici.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».