Abstract

AbstractThis study was designed to examine the effects of playing the online game World of Warcraft (WoW) on adolescents' social competence and loneliness, and to investigate the underlying mechanisms of the Internet‐affected social compensation hypothesis. The hypothesis states that being online affects adolescents' social competence as a result of a variety of communication partners and identity experiments online. A survey was conducted among 790 high school students. There appeared to be no direct effect between playing WoW and adolescents' social competence and loneliness. We did find an indirect effect via variety of communication partners. Adolescents who play WoW vary more in their communication partners, leading to an increase of social competence and a decrease of loneliness.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.