But when it comes to friends who are only known online or people who are not friends but partners in the game, children playing online games will often say they are playing with or against people like this. While 40% of girls who play with other people online play with friends they only know online, 59% of children say they only play online with friends, and that number increases to 62% of children aged 15 to 17 years old. To assess game-related friendships, participants answered a series of questions about their offline and online social relationships. In particular, participants were asked to report the number of online friends they had not met offline and the number of ONF they play online games with and who had also met offline . In addition, online video games are also considered as a way to complement your child’s learning process and learn about him or his real skills.
In an online survey, players were asked what they thought was the main advantage of the games. That’s a serious advantage if you think one in five people in the United States experience mental health problems every year. This is diametrically opposed to the general view that playing video games leads to violence and other antisocial behavior. There is nothing as sweet as the family’s playing time, because it helps to unite and reconnect everyone at home.
Many have discovered satisfying relationships with other players and tasks, challenges and competition can help with anxiety, stress and adaptability in different situations. In more than a year of social blockages and distance, online games have been a social and emotional lifeline for many, even those new to the experience. Video games have a wide and varied audience, with people of all genders, ages and ethnic groups consuming all kinds of games.
Future research should investigate the basic social and psychological mechanisms that determine the relationship between social capital and gambling disorder online and offline. Thirdly, in this study we combine online linking and reducing social capital as one variable, but it is necessary to recognize that the link and linkage of social capital are not interchangeable . Therefore, it may be necessary to measure these two variables in the future using a more valid and reliable method, kangtau88 and to investigate how these different types of social capital are related to social interaction in the game, gambling disorder and alienation. Fourth, future research is needed to explore other potential moderators and mediators who are important in refining our understanding of how social interaction in the game affects gambling disorders. Fifth, the sample of this study mainly consists of university students aged 18 to 23; Future research should target other age groups.
97% of boys (99% of boys and 94% of girls) play a kind of video game, according to studies conducted by the Pew Research Center and the MacArthur Foundation between 2007 and 2008. Of the young players surveyed, two-thirds reported playing video games to socialize personally with their friends and family (compared to just over 25% playing online with their internet friends) . Video games with “sofa cooperative” allow players to communicate with each other personally while playing. Talking about the game and discussing strategies can help players join a team and improve their conversation skills. Mark Griffiths is a professor at the University of Nottingham Trent, who wrote about gaming friendships in the pandemic and studied video game socialization for decades. In 2003, he published a study that found that a quarter of the 11,000 players in the online role play Everquest said their favorite part of the game was in contact with other players.