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Original Articles

A Longitudinal Analysis of Gaming- and Non-Gaming-Related Friendships and Social Support among Social Online Game Players

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Francisco Regalado, Cláudia Pedro Ortet, Liliana Vale Costa, Carlos Santos & Ana Isabel Veloso. (2023) Assessing Older Adults’ Perspectives on Digital Game-Related Strategies to Foster Active and Healthy Ageing. Media and Communication 11:3, pages 88-100.
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Jane Shawcroft, Megan Gale, Sarah M. Coyne, Jean M. Twenge, Jason S. Carroll, W. Brad Wilcox & Spencer James. (2022) Teens, screens and quarantine; the relationship between adolescent media use and mental health prior to and during COVID-19. Heliyon 8:7, pages e09898.
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David Lawrence, Simon C. Hunter, Rebecca Cunneen, Stephen J. Houghton, Corinne Zadow, Michael Rosenberg, Lisa Wood & Trevor Shilton. (2021) Reciprocal Relationships between Trajectories of Loneliness and Screen Media Use during Adolescence. Journal of Child and Family Studies 31:5, pages 1306-1317.
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Qiyang Liu. 2022. Human Security in China. Human Security in China 133 154 .
Lisa A. Kort‐Butler. (2020) Gamers on Gaming: A Research Note Comparing Behaviors and Beliefs of Gamers, Video Game Players, and Non‐Players. Sociological Inquiry 91:4, pages 962-982.
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Xiang Zhao, Patricia L. Obst, Katherine M. White, Erin L. O’Connor & Huon Longman. (2021) Network analysis among World of Warcraft players’ social support variables: A two-way approach. Journal of Gaming & Virtual Worlds 13:3, pages 249-264.
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Qin Gao & Yue Chen. 2021. HANDBOOK OF HUMAN FACTORS AND ERGONOMICS. HANDBOOK OF HUMAN FACTORS AND ERGONOMICS 1143 1186 .
Linda K. Kaye. (2021) Understanding the “social” nature of digital games. Entertainment Computing 38, pages 100420.
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Xiaoxu Chen & Chadwick Wang. (2019) Migrant gaming girls in Beijing: Urban solitude, play, and attempts to integrate. Ethnography 22:1, pages 131-150.
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Christina M. Frederick & Tianxin Zhang. (2021) Friendships in gamers and non-gamers. Current Psychology.
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Cale J. Passmore & Regan L. Mandryk. (2020) A Taxonomy of Coping Strategies and Discriminatory Stressors in Digital Gaming. Frontiers in Computer Science 2.
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Aaron NortonCameron C. BrownRachel FalboBernie Hogan. (2020) Video Game Use, Acceptance, and Relationship Experiences: A Moderated Actor-Partner Interdependence Model. Cyberpsychology, Behavior, and Social Networking 23:7, pages 453-458.
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Luca Milani, Elena Camisasca, Chiara Ionio, Sarah Miragoli & Paola Di Blasio. (2019) Video games use in childhood and adolescence: Social phobia and differential susceptibility to media effects. Clinical Child Psychology and Psychiatry 25:2, pages 456-470.
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Giovanni A. Travaglino, Zhuo Li, Xingruo Zhang, Xian Lu & Hoon‐Seok Choi. (2020) We are all in this together: The role of individuals’ social identities in problematic engagement with video games and the internet. British Journal of Social Psychology 59:2, pages 522-548.
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Tyler Prochnow, Megan S. Patterson, Logan Hartnell & M. Renée Umstattd Meyer. (2020) Depressive symptoms associations with online and in person networks in an online gaming community: a pilot study. Mental Health Review Journal 25:1, pages 21-33.
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Felix Reer & Thorsten Quandt. 2020. Video Games and Well-being. Video Games and Well-being 1 21 .
Yemaya J. Halbrook, Aisling T. O’Donnell & Rachel M. Msetfi. (2019) When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being. Perspectives on Psychological Science 14:6, pages 1096-1104.
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Lavinia McLean & Mark D. Griffiths. (2018) Female Gamers’ Experience of Online Harassment and Social Support in Online Gaming: A Qualitative Study. International Journal of Mental Health and Addiction 17:4, pages 970-994.
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Sven Jöckel & Christina Schumann. 2019. Handbuch Online-Kommunikation. Handbuch Online-Kommunikation 507 527 .
Robert L. Kerr, Claes de Vreese, Robert A. Logan, Linda Steiner, Geraldine S. Pearson & Charon A. Pierson. (2018) Authorship Transparency in an Era of Accountability. Journalism & Mass Communication Quarterly 95:4, pages 871-885.
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Jesse Fox, Michael Gilbert & Wai Yen Tang. (2018) Player experiences in a massively multiplayer online game: A diary study of performance, motivation, and social interaction. New Media & Society 20:11, pages 4056-4073.
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Emese Domahidi. (2018) The Associations Between Online Media Use and Users’ Perceived Social Resources: A Meta-Analysis. Journal of Computer-Mediated Communication 23:4, pages 181-200.
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Sven Jöckel & Christina Schumann. 2018. Handbuch Online-Kommunikation. Handbuch Online-Kommunikation 1 21 .

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