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📖 Description
This digital document is an article from Journal of Broadcasting & Electronic Media, published by Thomson Gale on December 1, 2006. The length of the article is 9436 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available in your Amazon.com Digital Locker immediately after purchase. You can view it with any web browser.
From the author: A 1-month panel study of an immersive online video game investigated its social and civic impact. The data revealed mixed effects: Although the game led to an improved global outlook and some online community improvements, some kinds of existing friendships eroded and the most social players became more insular. Family interactions were unaffected. News media use was unaffected, but entertainment media were displaced. A decline in face-to-face interactions was detected and described as "cocooning." The results are discussed, along with their implications for theory and for the study of both video games and the Internet more broadly.
Citation Details Title: Groups and goblins: the social and civic impact of an online game. Author: Dmitri Williams Publication:Journal of Broadcasting & Electronic Media (Magazine/Journal) Date: December 1, 2006 Publisher: Thomson Gale Volume: 50 Issue: 4 Page: 651(20)