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George Mason University

Online and Offline Gaming Social Preferences of Students

Abstract

The objective of this study was to examine the relationship between the self-reported demographic characteristics of high school students that play games online and their social preferences when playing offline and online. Adolescents are using communication tools while playing games to meet new people, learn new strategies, and maintain friendships. Online gaming is partially fulfilling the adolescent’s social and learning needs. This study found the average participant played video games less than one hour a day, identifying them as casual gamers. Participants preferred to play online games and to play collaboratively with other people rather than playing alone or against the computer. This study was designed to be a starting point for understanding how students interact when playing games and how this type of engagement can be transferred to learning situations and inform the design of educational games.

Author and committee

dc:creator, dc:contributor.*
Author
  • Shaffer, Jeannette R.

Subjects

dc:subject × 6

Identifiers

dc:identifier.*
Identifier
hdl:1920/7936
OAI identifier oai:identifier
oai:MARS:1920/7936

Chain of custody

source
Harvested from
George Mason University
Base URL
mars.gmu.edu/server/oai/request
Last updated
2026-07-27
Source record
OAI-PMH GetRecord
citation

Shaffer, Jeannette R.. Online and Offline Gaming Social Preferences of Students. 2012.