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Online Communication and Social Well-Being: How Playing World of Warcraft Affects the Players’ Social Competence and Loneliness

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Abstract:

One aim of this study was to examine the effect of playing the online game World of Warcraft (WoW) on adolescents’ social competence and loneliness. Another aim of this study was to investigate the underlying mechanisms of the Internet-affected social compensation hypothesis (Valkenburg & Peter, 2008). This hypothesis stated that being online has an influence on the social competence of adolescents, due to a variety of online communication partners and online identity experiments. A survey was conducted among 800 high school students. Results revealed that there is no direct effect between playing WoW and adolescents’ social competence and feelings of loneliness. However, we did find an indirect effect with the variety of communication partners as a mediator. Adolescents who play WoW have more variety in their communication partners during the game. Moreover, variety in communication partners leads to an increase of social competence and a decrease of loneliness.

Most Common Document Word Stems:

social (208), wow (97), onlin (78), compet (74), internet (69), effect (68), play (66), adolesc (66), communic (60), loneli (58), well (50), hypothesi (47), world (45), ident (44), experi (44), studi (43), well-b (43), 2008 (41), peter (40), 2005 (38), game (38),
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Association:
Name: International Communication Association
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http://www.icahdq.org


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URL: http://citation.allacademic.com/meta/p404178_index.html
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MLA Citation:

Visser, Mandy. and Antheunis, Marjolijn. "Online Communication and Social Well-Being: How Playing World of Warcraft Affects the Players’ Social Competence and Loneliness" Paper presented at the annual meeting of the International Communication Association, Suntec Singapore International Convention & Exhibition Centre, Suntec City, Singapore, Jun 21, 2010 <Not Available>. 2014-11-27 <http://citation.allacademic.com/meta/p404178_index.html>

APA Citation:

Visser, M. and Antheunis, M. L. , 2010-06-21 "Online Communication and Social Well-Being: How Playing World of Warcraft Affects the Players’ Social Competence and Loneliness" Paper presented at the annual meeting of the International Communication Association, Suntec Singapore International Convention & Exhibition Centre, Suntec City, Singapore Online <PDF>. 2014-11-27 from http://citation.allacademic.com/meta/p404178_index.html

Publication Type: Conference Paper/Unpublished Manuscript
Review Method: Peer Reviewed
Abstract: One aim of this study was to examine the effect of playing the online game World of Warcraft (WoW) on adolescents’ social competence and loneliness. Another aim of this study was to investigate the underlying mechanisms of the Internet-affected social compensation hypothesis (Valkenburg & Peter, 2008). This hypothesis stated that being online has an influence on the social competence of adolescents, due to a variety of online communication partners and online identity experiments. A survey was conducted among 800 high school students. Results revealed that there is no direct effect between playing WoW and adolescents’ social competence and feelings of loneliness. However, we did find an indirect effect with the variety of communication partners as a mediator. Adolescents who play WoW have more variety in their communication partners during the game. Moreover, variety in communication partners leads to an increase of social competence and a decrease of loneliness.


Similar Titles:
Effects of Motives for Internet Use, Aloneness, and Age Identity Gratifications on Online Social Behaviors and Social Support Among Adolescents

Adolescents’ Identity Experiments on the Internet: Consequences for Social Competence and Self-Concept Unity

The Role of Social Structure of Online Games in Players' Experiences: Study of a Massively Multiplayer Online Game


 
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