Latest completed study:
In video game voice communication usage affects on the perceived anonymity and social capital of gamers.
Project in progress:
Young gamers and social capital
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Study Disclaimer: Voice communication between gamers could develop specific forms of social capital?
The present disclaimer can be downloaded in pdf format from here. The scope of the study The present paper analyzes the effects it could have voice communication between gamers on the social aspects like friendship and links between individuals. To describe these effects, we will focus on the term of social capital, to be more…
Is video game addiction real?
Introduction Video games are an increasingly popular way of spending free time (Deleuze, et al., 2019, p. 1024) especially among the young population. In 2014, it was estimated that 97% of US teenagers were video game players (Granic, Lobel, & Engels, 2014, p. 66). The popularity of video games has propelled the video game industry…
“VideoGame: Youngsters Motivation and Time Spent in Game” study has finally come to an end!
The first RoGamingStudies project is nearing its end. After several months of writing, analyzing, presentations and writing again we can say that we have obtained enough information to consider the proposed objectives achieved. For all those involved in the project but also for those who want to know more about it, we have made a…
The first report for the project “Video Games: Youngsters Motivation and Time Spent in Game”
After a few months of work, we finally have the first results of the Video Games: Youngsters Motivation and Time Spent in Game project. The Preliminary Report has been uploaded to our Google Drive page where anyone can download it (link) At the moment the report is only available in English, but in the future,…
“Video Games: Youngsters Motivation and Time Spent in Game” was our first project.
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