2014
DOI: 10.1089/cyber.2014.0088
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Youth, Friendship, and Gaming: A Network Perspective

Abstract: With digital games being part of the leisure of a multitude of young people, it is important to understand to what extent gaming-related practices such as talking about games or playing games together are associated with the quality of friendship relations with players and nonplayers. Based on 100 friendship networks, this study explored to what extent those practices permeated the everyday life of youngsters and whether they could be considered as a part of doing friendship. Results indicated that gaming as a… Show more

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Cited by 14 publications
(6 citation statements)
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“…This suggests that video game preferences are used for the formation and maintenance of friendships, which is in line with the idea of video games as a social bonding activity. 7,[23][24][25] However, this study did not support the hypothesis that violent video game play of friends influences adolescents' own aggression (H4). This contrasts with earlier studies [11][12][13] and may be because of differences in study designs.…”
Section: Social Network Effects Of Violent Video Games 27contrasting
confidence: 84%
See 1 more Smart Citation
“…This suggests that video game preferences are used for the formation and maintenance of friendships, which is in line with the idea of video games as a social bonding activity. 7,[23][24][25] However, this study did not support the hypothesis that violent video game play of friends influences adolescents' own aggression (H4). This contrasts with earlier studies [11][12][13] and may be because of differences in study designs.…”
Section: Social Network Effects Of Violent Video Games 27contrasting
confidence: 84%
“…Youth play video games to spend time with peers and, as such, gaming has been linked to friendship formation. 7,[23][24][25] Socialization has been shown for other media activities, such as the frequency of watching television 26 and musical taste, 27 and the peer group may influence gaming preference and behavior in the same way. Indeed, in one study, adolescent male gaming frequency was affected by the amount of time peers spent playing video games.…”
Section: Violent Games and The Social Networkmentioning
confidence: 99%
“…A full-text review of the 107 articles identified studies that were not relevant to the research objective. For example, Boulos and Yang [ 30 ], De Grove [ 31 ], Crowe [ 32 ], and Foley et al [ 33 ] were removed as the focus was on children or adolescents. A final total of 75 studies were identified during this step.…”
Section: Methodsmentioning
confidence: 99%
“…Despite these findings, the majority of research still overlooks the importance of the social context in which games are played (Bowman, Kowert, & Cohen, 2015). Barring some recent exceptions (De Grove, 2014;Eklund & Roman, 2017;Verheijen, Burk, Stoltz, van den Berg, & Cillessen, 2018), gaming effects are often isolated at the level of the individual. Furthermore, social gaming studies often use convenience samples of college students who do not know each other beforehand.…”
Section: Introductionmentioning
confidence: 99%