In-Game Capital: Social Capital in video games and outside of them (I-GC)

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As we all know, online games are an increasingly popular way to spend your free time, millions of players enter hundreds of thousands of games of this type every day, connecting with other players and forming communities whose members often meet. they become friends. Looking at these elements, we can ask ourselves: which factors influence the development of the online social capital and whether the relationships undertaken in games are quality ones?

Thus, we proposed a study that seeks to identify the favorable factors in the development of a social capital of “bonding” (this term translates to close friends who offer, among other things, including emotional support) among groups of friends formed online, referring to we mainly to groups formed using online video games. Subsequently, we want to analyze a possible usefulness of the information collected in the formation of support groups for video game players facing difficulties.

The project was completed by conducting and publishing the study: In video game voice communication usage affects on the perceived anonymity and social capital of gamers.

The study report can be consulted here.

The project was a success for ROGS as it collected valuable data and information that led to the opening of the project Young Gamers and Social Capital (YGSC) project.

YGSC, unlike the current completed project (I-GC), focuses only on the population of Romania and has as main purpose both the deepening of the results of the Friends in the Game project and the investigation of several elements that could not be addressed in previous projects on a much larger sample. In fact, YGSC aimed to collect data from a record number of gamers expecting a sample at least double that of studies conducted in previous projects. At the end of this project, the study within the Video Games project: Motivation and time spent in the game has the title of the largest national sample with 140 people followed by the study that completed the current project with an international sample of 103 people living in 9 countries.

In the end, we want to offer our sincere thanks to all of you who were with us and completed the questionnaires of previous studies and we hope to find you all in future studies!

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