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How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing

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Outgoing claims: the papers this work cites, builds on, or argues with.

inferredcites →https://doi.org/10.1002/9781119579038openalex-snapshot
Structural Equation Modeling with lavaan
inferredcites →https://doi.org/10.1002/ejsp.2588openalex-snapshot
Two sides of the same coin: The differentiating role of need satisfaction and frustration in passion for screen‐based activities
inferredcites →https://doi.org/10.1007/978-3-319-95495-0_15openalex-snapshot
Video Games Are Not Socially Isolating
inferredcites →https://doi.org/10.1007/s10880-008-9136-5openalex-snapshot
Post-Traumatic Growth After a Myocardial Infarction: A Matter of Personality, Psychological Health, or Cognitive Coping?
inferredcites →https://doi.org/10.1007/s11031-012-9284-7openalex-snapshot
Friends, fun, frustration and fantasy: Child motivations for video game play
inferredcites →https://doi.org/10.1007/s11469-020-00231-1openalex-snapshot
Depression and Disordered Gaming: Does Culture Matter?
inferredcites →https://doi.org/10.1016/j.addbeh.2018.02.031openalex-snapshot
Passion or addiction? Correlates of healthy versus problematic use of videogames in a sample of French-speaking regular players
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The etiology of social anxiety disorder: An evidence-based model
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Distinguishing addiction and high engagement in the context of online game playing
inferredcites →https://doi.org/10.1016/j.chb.2011.07.014openalex-snapshot
The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers’ online and offline social capital
inferredcites →https://doi.org/10.1016/j.chb.2011.11.020openalex-snapshot
Engagement in digital entertainment games: A systematic review
inferredcites →https://doi.org/10.1016/j.chb.2011.12.003openalex-snapshot
The social side of gaming: How playing online computer games creates online and offline social support
inferredcites →https://doi.org/10.1016/j.chb.2013.10.059openalex-snapshot
A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use
inferredcites →https://doi.org/10.1016/j.chb.2014.02.023openalex-snapshot
To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships
inferredcites →https://doi.org/10.1016/j.chb.2014.04.003openalex-snapshot
Social gaming, lonely life? The impact of digital game play on adolescents’ social circles
inferredcites →https://doi.org/10.1016/j.chb.2014.05.004openalex-snapshot
Playing for social comfort: Online video game play as a social accommodator for the insecurely attached
inferredcites →https://doi.org/10.1016/j.chb.2014.05.020openalex-snapshot
The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming
inferredcites →https://doi.org/10.1016/j.chb.2014.06.004openalex-snapshot
A vacation from your mind: Problematic online gaming is a stress response
inferredcites →https://doi.org/10.1016/j.chb.2014.11.074openalex-snapshot
Psychosocial causes and consequences of online video game play
inferredcites →https://doi.org/10.1016/j.chb.2017.09.020openalex-snapshot
The partial truths of compensatory and poor-get-poorer internet use theories: More highly involved videogame players experience greater psychosocial benefits
inferredcites →https://doi.org/10.1016/j.chb.2017.10.032openalex-snapshot
Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play
inferredcites →https://doi.org/10.1016/j.comppsych.2019.152117openalex-snapshot
The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers
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The “lonely gamer” revisited
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Measuring and defining the experience of immersion in games
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Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS)
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Habitual computer game playing at night is related to depressive symptoms
inferredcites →https://doi.org/10.1016/j.paid.2020.109921openalex-snapshot
A compensatory model to understand dysfunctional personality traits in problematic gaming: The role of vulnerable narcissism
inferredcites →https://doi.org/10.1027/1864-1105.21.3.126openalex-snapshot
Games and Recovery
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Internet paradox: A social technology that reduces social involvement and psychological well-being?
inferredcites →https://doi.org/10.1037//0022-3514.39.3.472openalex-snapshot
The revised UCLA Loneliness Scale: Concurrent and discriminant validity evidence.
inferredcites →https://doi.org/10.1037//0022-3514.83.4.817openalex-snapshot
Effects of social exclusion on cognitive processes: Anticipated aloneness reduces intelligent thought.
inferredcites →https://doi.org/10.1037/0022-3514.85.4.756openalex-snapshot
Les passions de l'âme: On obsessive and harmonious passion.
inferredcites →https://doi.org/10.1037/0033-2909.117.3.497openalex-snapshot
The need to belong: Desire for interpersonal attachments as a fundamental human motivation.
inferredcites →https://doi.org/10.1037/a0013196openalex-snapshot
It's the thought that counts: The role of hostile cognition in shaping aggressive responses to social exclusion.
inferredcites →https://doi.org/10.1037/a0028085openalex-snapshot
Identifying careless responses in survey data.
inferredcites →https://doi.org/10.1037/a0034857openalex-snapshot
The benefits of playing video games.
inferredcites →https://doi.org/10.1080/01449290903401978openalex-snapshot
Validating the distinction between computer addiction and engagement: online game playing and personality
inferredcites →https://doi.org/10.1080/10705519909540118openalex-snapshot
Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives
inferredcites →https://doi.org/10.1080/15213269.2014.902318openalex-snapshot
Development and Validation of an Instrument for Measuring Individual Motives for Playing Digital Games
inferredcites →https://doi.org/10.1089/cpb.2006.9.772openalex-snapshot
Motivations for Play in Online Games
inferredcites →https://doi.org/10.1089/cpb.2006.9981openalex-snapshot
Appeal of Playing Online First Person Shooter Games
inferredcites →https://doi.org/10.1089/cpb.2007.9988openalex-snapshot
Social Interactions in Massively Multiplayer Online Role-Playing Gamers
inferredcites →https://doi.org/10.1089/cpb.2007.9994openalex-snapshot
The Ideal Elf: Identity Exploration in World of Warcraft
inferredcites →https://doi.org/10.1089/cpb.2008.0345openalex-snapshot
First-Person Shooter Games as a Way of Connecting to People: “Brothers in Blood”
inferredcites →https://doi.org/10.1089/cpb.2009.0083openalex-snapshot
Having to versus Wanting to Play: Background and Consequences of Harmonious versus Obsessive Engagement in Video Games
inferredcites →https://doi.org/10.1089/cyber.2013.0118openalex-snapshot
Unpopular, Overweight, and Socially Inept: Reconsidering the Stereotype of Online Gamers
inferredcites →https://doi.org/10.1089/cyber.2015.0171openalex-snapshot
The Relationship Between Video Game Play and the Acquired Capability for Suicide: An Examination of Differences by Category of Video Game and Gender
inferredcites →https://doi.org/10.1108/14684521011037007openalex-snapshot
Social capital in Second Life
inferredcites →https://doi.org/10.1109/hicss.2011.400openalex-snapshot
The "S" in Social Network Games: Initiating, Maintaining, and Enhancing Relationships
inferredcites →https://doi.org/10.1109/igic.2013.6659143openalex-snapshot
The People-Game-Play model for understanding videogames' impact on wellbeing
inferredcites →https://doi.org/10.1111/add.13057openalex-snapshot
Working towards an international consensus on criteria for assessing internet gaming disorder: a critical commentary on Petry et al . (2014)
inferredcites →https://doi.org/10.1111/j.1083-6101.2006.00029.xopenalex-snapshot
On and Off the 'Net: Scales for Social Capital in an Online Era
inferredcites →https://doi.org/10.1111/j.1083-6101.2006.00300.xopenalex-snapshot
Where Everybody Knows Your (Screen) Name: Online Games as "Third Places"
inferredcites →https://doi.org/10.1111/j.1360-0443.2010.03104.xopenalex-snapshot
Online video game addiction: identification of addicted adolescent gamers
inferredcites →https://doi.org/10.1111/jopy.12229openalex-snapshot
Obsessive Passion: A Compensatory Response to Unsatisfied Needs
inferredcites →https://doi.org/10.1111/jopy.12378openalex-snapshot
Testing the dualistic model of passion using a novel quadripartite approach: A look at physical and psychological well‐being
inferredcites →https://doi.org/10.1123/jsep.28.4.454openalex-snapshot
Passion in Sport: A Look at Determinants and Affective Experiences
inferredcites →https://doi.org/10.1145/1067343.1067375openalex-snapshot
Defining grief play in MMORPGs
inferredcites →https://doi.org/10.1145/1460563.1460620openalex-snapshot
Jumpstarting relationships with online games
inferredcites →https://doi.org/10.1145/1690388.1690454openalex-snapshot
Players who play to make others cry
inferredcites →https://doi.org/10.1145/2531602.2531724openalex-snapshot
The identification of deviance and its impact on retention in a multiplayer game
inferredcites →https://doi.org/10.1145/2661334.2661370openalex-snapshot
Design and evaluation of a networked game to supportsocial connection of youth with cerebral palsy
inferredcites →https://doi.org/10.1145/2702123.2702529openalex-snapshot
Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games
inferredcites →https://doi.org/10.1145/2967934.2968097openalex-snapshot
Trust Me
inferredcites →https://doi.org/10.1145/3116595.3116639openalex-snapshot
Cooperation and Interdependence
inferredcites →https://doi.org/10.1145/3242671.3242702openalex-snapshot
Designing for Friendship
inferredcites →https://doi.org/10.1159/000376585openalex-snapshot
The WHO-5 Well-Being Index: A Systematic Review of the Literature
inferredcites →https://doi.org/10.1177/0093650210377196openalex-snapshot
Unpacking Time Online: Connecting Internet and Massively Multiplayer Online Game Use With Psychosocial Well-Being
inferredcites →https://doi.org/10.1177/0743558407310713openalex-snapshot
The Role of Violent Video Game Content in Adolescent Development
inferredcites →https://doi.org/10.1177/1461444805052280openalex-snapshot
Gaming at a LAN event: the social context of playing video games
inferredcites →https://doi.org/10.1177/1461444812450426openalex-snapshot
Task demand and mood repair: The intervention potential of computer games
inferredcites →https://doi.org/10.1177/1555412006292616openalex-snapshot
From Tree House to Barracks
inferredcites →https://doi.org/10.1177/1745691614568352openalex-snapshot
Loneliness and Social Isolation as Risk Factors for Mortality
inferredcites →https://doi.org/10.1207/s15327965pli1104_01openalex-snapshot
The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior
inferredcites →https://doi.org/10.1207/s15506878jobem5004_5openalex-snapshot
Groups and Goblins: The Social and Civic Impact of an Online Game
inferredcites →https://doi.org/10.1353/scs.2001.0014openalex-snapshot
Bowling Alone: The Collapse and Revival of American Community
inferredcites →https://doi.org/10.1556/2006.5.2016.088openalex-snapshot
Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal
inferredcites →https://doi.org/10.18637/jss.v048.i02openalex-snapshot
lavaan : An R Package for Structural Equation Modeling
inferredcites →https://doi.org/10.2174/157340012803520414openalex-snapshot
Video Game Addiction: Past, Present and Future
inferredcites →https://doi.org/10.2196/12853openalex-snapshot
Digital Games and Mindfulness Apps: Comparison of Effects on Post Work Recovery
inferredcites →https://doi.org/10.2196/jmir.6906openalex-snapshot
Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences
inferredcites →https://doi.org/10.2307/2074955openalex-snapshot
Testing Structural Equation Models.
inferredcites →https://doi.org/10.3390/ijerph15040668openalex-snapshot
Association between Internet Gaming Disorder or Pathological Video-Game Use and Comorbid Psychopathology: A Comprehensive Review
inferredcites →https://doi.org/10.3758/s13428-018-1035-6openalex-snapshot
Methods to detect low quality data and its implication for psychological research
inferredcites →https://doi.org/10.4306/pi.2016.13.3.297openalex-snapshot
Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients with Problematic Online Game Playing
inferredcites →https://doi.org/10.5281/zenodo.3544692openalex-snapshot
Bride of Frankensystem

What points at this work

Incoming claims: where this work appears in other papers’ reference lists and arguments.

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Freemium Digital Game Design and Affordances Facilitating Engagement
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Beyond Self‐Reports: The Role of Passion and Behavioural Indicators in Social Gaming
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When Connection Feels Empty: Rethinking Consumer Loneliness Through Dual Presence in Digital Marketing
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Psychological and Behavioral Effects of League of Legends Rank System for Italian Competitive Players
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Disembodied Social Interaction
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Reciprocal associations between shyness, depression, and Internet gaming disorder among Chinese adolescents: A cross-lagged panel study
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Gaming passion contributes to the definition and identification of problematic gaming
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Does the social platform established by MMORPGs build social and psychological capital?
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How perceived toxicity of gaming communities is associated with social capital, satisfaction of relatedness, and loneliness
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The PMDWell framework: A confirmatory factor analysis of video game players’ wellbeing
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Dynamics and moderating factors of esport participation and loneliness: A daily diary study
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Being tired but still Gaming? Exploring associations between gaming motivations, passion, gaming burnout and quitting intentions
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Registered report evidence suggests no relationship between objectively tracked video game playtime and well-being over 3 months.
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Supplemental Material for Registered Report Evidence Suggests No Relationship Between Objectively Tracked Video Game Playtime and Well-Being Over 3 Months
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Social virtual reality helps to reduce feelings of loneliness and social anxiety during the Covid-19 pandemic
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The mediating role of passion in the relationship between serious leisure and well-being among university sport club participants
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Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions
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Emotion regulation, need satisfaction, passion and problematic video game play during difficult times
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Esport Social Capital: An Avenue to Develop Social Connection and Subjective Wellbeing
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The Role of Gaming Passion in Couples’ Romantic Relationships
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Do the Olympic values influence the social capital and the in-game commitment? A case study of esports players
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Online gaming and wellbeing among Pacific youth: a scoping review
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Higher Presence, Lower Loneliness? Evaluating the Impact of Social Presence on Loneliness Among Online Gamers: A Fuzzy-Set Qualitative Comparative Analysis
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The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review
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Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being
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Social Capital and Fan Engagement in Esports
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The Basic Needs in Games Model of Video Game Play and Mental Health
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Esports and Olympic Games: a cross-cultural exploration of the player support behaviour towards the Olympics
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How technostress and self-control of social networking sites affect academic achievement and wellbeing
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When symptoms shape social ties: mental health as a predictor of online and in-person network evolution among gamers
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Comparing the Structures and Characteristics of Different Game Social Networks - The Steam Case
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“Bad Vibrations”: Sensing Toxicity From In-Game Audio Features
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Gaming lounges in India afford socially productive gambling: The moral economy and foundations of play in Udaipur, Rajasthan
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Don’t You Know That You’re Toxic: Normalization of Toxicity in Online Gaming
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#StayHome Playing LoL - Analyzing Players’ Activity and Social Bonds in League of Legends During Covid-19 Lockdowns
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On Social Contagion in Gamification
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Identifying Commercial Games with Therapeutic Potential through a Content Analysis of Steam Reviews
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Respawn, Reload, Relate
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(Don’t) stand by me: How trait psychopathy and NPC emotion influence player perceptions, verbal responses, and movement behaviours in a gaming task
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Challenges to Combating Toxicity and Harassment in Multiplayer Games: Involving the HCI Games Research Community
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Combating Toxicity, Harassment, and Abuse in Online Social Spaces: A Workshop at CHI 2023
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Daily Quests or Daily Pests? The Benefits and Pitfalls of Engagement Rewards in Games
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Shoulder-to-Shoulder: How Pinball Supports Men's Wellbeing
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The Panorama of Steam Multiplayer Games (2018-2020): A Player Reviews Analysis
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My Heart Will Go On: Implicitly Increasing Social Connectedness by Visualizing Asynchronous Players’ Heartbeats in VR Games
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Games and Play SIG: Connecting Games Research to the Broader HCI Context
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Management Strategies for Reducing Boundary and Identity Clashes When Using Discord for Both Working and Gaming
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Frustration Buddy: Using An Interactive Stress Ball To Control Frustration In Online Games
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Exploring Future Directions for Healthy Escapism and Self-Regulation in Games
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A Qualitative Exploration on the Role of Videogames during Difficult Times: An Emotion Regulation Perspective
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GG Go Next... Lobby: How Players Use Queue Dodging to Anticipate and Avoid Negative Experiences in League of Legends
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The Validity and Reliability of the Digital Gaming and Physical Activity Relationship Scales Amongst Finnish Adolescents
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Psychological and Behavioral Outcomes of League of Legends Rank System in Italy, Turkey, Japan, and South Korea
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Social Networking or Social Isolation? A Systematic Review on Socio-Relational Outcomes for Members of Online Gaming Communities
inferred← citeshttps://doi.org/10.1177/20594364241302120openalex-snapshot
Grieving World of Warcraft ’s Chinese server shutdown
inferred← citeshttps://doi.org/10.1177/2161783x251378630openalex-snapshot
Social Support Derived from Virtual and Analog Table-Top Role-Playing Games: The Supportive Role of Table-Top Gaming
inferred← citeshttps://doi.org/10.1186/s40359-025-03408-2openalex-snapshot
Unveiling the nexus of the relationship between multiplayer digital game-playing experience and workplace loneliness: a moderated serial mediation analysis
inferred← citeshttps://doi.org/10.1371/journal.pone.0257329openalex-snapshot
Problematic internet use profiles and psychosocial risk among adolescents
inferred← citeshttps://doi.org/10.1590/1807-7692bar2024240110openalex-snapshot
The Experiences of Self-Extension, Archetypes, and Motivations in MMORPG Online Games: An Analysis of Brazilian World of Warcraft Context
inferred← citeshttps://doi.org/10.2139/ssrn.4862434openalex-snapshot
From Spectatorship to Loyalty: Unraveling the Influence of Game Streaming Watch and Gaming-Related Social Connectivity on Moba Gamers
inferred← citeshttps://doi.org/10.2139/ssrn.5238594openalex-snapshot
Massively Multiplayer Online Games and Social Capital: A Systematic Literature Review
inferred← citeshttps://doi.org/10.2139/ssrn.6104332openalex-snapshot
Does Social Engagement Within a Gaming Context Moderate Associations of Gaming Duration with Problem Gaming and Loneliness?
inferred← citeshttps://doi.org/10.2147/prbm.s414702openalex-snapshot
Fear, Loneliness, Happiness and Mental Health in the Post-COVID-19 Period: A Cross-Cultural Study in a Sample of Japanese and Polish University Students
inferred← citeshttps://doi.org/10.2196/26821openalex-snapshot
Psychometric Properties of the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF): Systematic Review
inferred← citeshttps://doi.org/10.2196/76522openalex-snapshot
Effects of The Legend of Zelda: Breath of the Wild and Studio Ghibli Films on Young People’s Sense of Exploration, Calm, Mastery and Skill, Purpose and Meaning, and Overall Happiness in Life: Exploratory Randomized Controlled Study
inferred← citeshttps://doi.org/10.24195/spj1561-1264.2023.4.16openalex-snapshot
THE IMPACT OF THE GAMING VIRTUAL ENVIRONMENT ON THE FORMATION OF PLAYER’S SOCIAL CONSCIOUSNESS
inferred← citeshttps://doi.org/10.28931/riiad.2026.446openalex-snapshot
Uso problemático de videojuegos, necesidades psicológicas básicas y pasión en usuarios de cabinas de internet en Lima
inferred← citeshttps://doi.org/10.31234/osf.io/6vedgopenalex-snapshot
The Basic Needs in Games (BANG) Model of Video Game Play and Mental Health
inferred← citeshttps://doi.org/10.31234/osf.io/b2htfopenalex-snapshot
Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns
inferred← citeshttps://doi.org/10.31234/osf.io/q2kxgopenalex-snapshot
How do video games affect mental health? A narrative review of 13 proposed mechanisms
inferred← citeshttps://doi.org/10.31234/osf.io/zxhw3openalex-snapshot
Short Research Report: Does Playing Apart Really Bring us Together? Investigating the Link Between Perceived Loneliness and the Use of Video Games During the COVID-19 Pandemic.
inferred← citeshttps://doi.org/10.3389/fdgth.2024.1289451openalex-snapshot
Investigating the interplay of loneliness, computer-mediated communication, online social capital, and well-being: insights from a COVID-19 lockdown study
inferred← citeshttps://doi.org/10.3389/fpsyg.2021.753019openalex-snapshot
Social Virtual Reality (VR) Involvement Affects Depression When Social Connectedness and Self-Esteem Are Low: A Moderated Mediation on Well-Being
inferred← citeshttps://doi.org/10.3389/fpsyg.2022.1047257openalex-snapshot
Passion for an activity and its role on affect: Does personality and the type of activity matter?
inferred← citeshttps://doi.org/10.3389/fpsyg.2022.683842openalex-snapshot
Does Playing Apart Really Bring Us Together? Investigating the Link Between Perceived Loneliness and the Use of Video Games During a Period of Social Distancing
inferred← citeshttps://doi.org/10.3389/fpsyg.2023.1193172openalex-snapshot
What constitutes victims of toxicity - identifying drivers of toxic victimhood in multiplayer online battle arena games
inferred← citeshttps://doi.org/10.3389/fpubh.2022.898338openalex-snapshot
Is Increased Video Game Participation Associated With Reduced Sense of Loneliness? A Systematic Review and Meta-Analysis
inferred← citeshttps://doi.org/10.3389/fpubh.2024.1459696openalex-snapshot
Aggression in online gaming: the role of online disinhibition, social dominance orientation, moral disengagement and gender traits among Chinese university students
inferred← citeshttps://doi.org/10.3389/frvir.2026.1875308openalex-snapshot
Understanding how loneliness relates to user behavior in an interactive virtual reality cafe
inferred← citeshttps://doi.org/10.3390/bs14110992openalex-snapshot
Problematic Use of Video Games in Schooled Adolescents: The Role of Passion
inferred← citeshttps://doi.org/10.3390/bs14121204openalex-snapshot
Influence of Gender, Parental Control, Academic Performance and Physical Activity Level on the Characteristics of Video Game Use and Associated Psychosocial Problems in Adolescents
inferred← citeshttps://doi.org/10.36131/cnfioritieditore20210106openalex-snapshot
Online Gaming and Prolonged Self-Isolation: Evidence from Italian Gamers During the Covid-19 Outbreak.
inferred← citeshttps://doi.org/10.4018/978-1-7998-8966-3.ch009openalex-snapshot
Digitization of Mental Health Services
inferred← citeshttps://doi.org/10.4018/978-1-7998-9187-1.ch001openalex-snapshot
eSports and eSocial Work
inferred← citeshttps://doi.org/10.5817/cp2022-3-7openalex-snapshot
Relationship between passion for playing video games and behavioral school engagement: Mediation through time spent playing
inferred← citeshttps://doi.org/10.58459/rptel.2024.19027openalex-snapshot
Correlation among game addiction, achievement emotion, and learning motivation: A study of Indonesian youth in the context of e-learning system
inferred← citeshttps://doi.org/10.58631/injurity.v2i4.62openalex-snapshot
Accuracy Comparison of Data Mining Methods for Internet Gaming Disorder Classification
inferred← citeshttps://doi.org/10.62775/edukasia.v3i3.331openalex-snapshot
Drawing on the Implications of Indonesia's Founding Father's Transformative Theological Practice for the Development of Inclusive Education for Students
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