Video Games and Social Competence

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A01=Rachel Kowert
Attachment Avoidance
attachment theory gaming
Author_Rachel Kowert
Avoidant Attachment
Avoidant Individuals
behavioral science gaming
Category=JBCC1
Category=JBCT
Category=JHB
Category=JMA
Category=JMC
Category=JMH
Category=NH
digital interaction research
empirical social outcomes
eq_bestseller
eq_history
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
game studies
gamers
media effects
media studies
MMORPG Play
Negative Relationship
Offline Social
Online Game Players
online gaming
Online Gaming Communities
online gaming impact on social competence
online gaming psychology
Online Gaming Spaces
Online Players
OVG
OVG Play
Party Games
Play Frequency
players
Significant Individual Predictor
Significant Linear Relationships
Social Comfort
social psychology
Social Skill Outcomes
social skills
Social Skills Approach
social skills development
SSI
Univariate ANOVA Analysis
Video Game Exposure
Video Game Involvement
Video Game Play

Product details

  • ISBN 9781138804265
  • Weight: 453g
  • Dimensions: 152 x 229mm
  • Publication Date: 15 Dec 2014
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Hardback
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Despite their popularity, online video games have been met with suspicion by the popular media and academic community. In particular, there is a growing concern that online video game play may be associated with deficits in social functioning. Due to a lack of empirical consistency, the debate surrounding the potential impact of online video game play on a user’s sociability remains an active one. This book contributes to this debate by exploring the potential impact of online video game involvement on social competence outcomes, theoretically and empirically. Through empirical research, Kowert examines the relationships between online video game involvement, social goals, and social skills and discusses the underlying mechanisms of these effects.

Rachel Kowert is an associate researcher at the University of Münster. She has published numerous articles and book chapters on the social impact of online gaming and serves on the board of DiGRA (Digital Games Research Association) and the Game Studies SIG of the International Communication Association (ICA).

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