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Do adolescent garners make friends offline? Identity and friendship formation in school
Stockholm University, Faculty of Social Sciences, Department of Sociology.
Stockholm University, Faculty of Social Sciences, Department of Sociology.
Number of Authors: 2
2017 (English)In: Computers in human behavior, ISSN 0747-5632, E-ISSN 1873-7692, Vol. 73, 284-289 p.Article in journal (Refereed) Published
Abstract [en]

Today adolescents grow up and make friends in an increasingly digital society, which has led to the study of potential effects of digital gaming on youths' friendships. To date studies have tended to focus on online settings with a knowledge gap concerning the role of gaming identity for friendship formation in offline settings. The current study addresses this, applying a longitudinal social network approach to investigate whether being a gamer impacts adolescent friendship formation. Data was collected by questionnaire from an entire cohort (n = 115) of pupils (age 16-18) on three occasions during their first year in a Swedish high school. Data was analysed using a stochastic actor oriented model, developed for testing hypotheses concerning social network changes. Results show that being similar in terms of identifying as a gamer at the later part, but not the start, of the school year makes a friendship 1.5 times more likely. We conclude that shared identities related to digital gaming influence individuals' offline, everyday social relationships as, in the analyses of changes over time to youths' school networks, digital gaming seems to motivate friendship formation.

Place, publisher, year, edition, pages
2017. Vol. 73, 284-289 p.
Keyword [en]
Adolescent, Youth, Peer, Social network analysis, Computer games, Video games
National Category
Psychology
Identifiers
URN: urn:nbn:se:su:diva-145979DOI: 10.1016/j.chb.2017.03.035ISI: 000403625400029OAI: oai:DiVA.org:su-145979DiVA: diva2:1137157
Available from: 2017-08-30 Created: 2017-08-30 Last updated: 2017-08-30Bibliographically approved

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