Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play.
Ryan PerryAnders DrachenAllison KearneySimone KriglsteinLennart E. NackeRafet SifaGuenter WallnerDaniel M. JohnsonPublished in: Comput. Hum. Behav. (2018)
Keyphrases
- social capital
- game play
- real life
- video games
- computer games
- human capital
- online learning
- multimedia
- group discussion
- information and communication technologies
- information flow
- game design
- knowledge sharing
- educational games
- serious games
- cost effective
- game playing
- public sector
- game players
- learning scenarios
- learning tools
- inter organizational
- learning experience
- user interface
- decision making