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The social side of gaming: How playing online computer games creates online and offline social support

机译:游戏的社交方面:玩在线计算机游戏如何创建在线和离线社交支持

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Online gaming has gained millions of users around the globe, which have been shown to virtually connect, to befriend, and to accumulate online social capital. Today, as online gaming has become a major leisure time activity, it seems worthwhile asking for the underlying factors of online social capital acquisition and whether online social capital increases offline social support. In the present study, we proposed that the online game players' physical and social proximity as well as their mutual familiarity influence bridging and bonding social capital. Physical proximity was predicted to positively influence bonding social capital online. Social proximity and familiarity were hypothesized to foster both online bridging and bonding social capital. Additionally, we hypothesized that both social capital dimensions are positively related to offline social support. The hypotheses were tested with regard to members of e-sports clans. In an online survey, participants (N = 811) were recruited via the online portal of the Electronic Sports League (ESL) in several countries. The data confirmed all hypotheses, with the path model exhibiting an excellent fit. The results complement existing research by showing that online gaming may result in strong social ties, if gamers engage in online activities that continue beyond the game and extend these with offline activities.
机译:在线游戏已在全球范围内吸引了数百万用户,这些用户已被证明可以虚拟连接,结识朋友并积累在线社会资本。如今,由于在线游戏已成为一项主要的休闲活动,因此似乎值得询问在线社会资本获取的潜在因素以及在线社会资本是否增加了离线社会支持。在本研究中,我们提出网络游戏玩家的身体和社交接近性以及他们的相互熟悉度会影响桥接和结合社会资本。据预测,物理上的接近会积极影响在线绑定社会资本。假设社会亲近度和熟悉度可以促进在线桥梁和社会资本的结合。此外,我们假设两个社会资本维度都与离线社会支持正相关。对电子竞技氏族成员的假设进行了检验。在一项在线调查中,通过几个国家的电子体育联盟(ESL)的在线门户招募了参与者(N = 811)。数据证实了所有假设,并且路径模型显示出极好的拟合度。结果表明,如果游戏者从事的在线活动持续到游戏之外并通过离线活动扩展,在线游戏可能会建立牢固的社交关系,从而对现有研究进行补充。

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