Do World of Warcraft (MMORPG) players experience less loneliness and social anxiety in online world (virtual environment) than in real world (offline)?
Marcel MartoncikJán LoksaPublished in: Comput. Hum. Behav. (2016)
Keyphrases
- role playing game
- online game
- virtual environment
- multi player
- real world
- virtual reality
- virtual world
- computer games
- video games
- educational games
- virtual communities
- real time
- situated learning
- physical environment
- learning processes
- virtual space
- social networks
- game based learning
- online communities
- computer graphics
- game playing
- multi user
- game play
- online learning
- mobile robot
- social media
- virtual training