![]() Furthermore, the relationships among social anxiety, POG, age, and psychosocial and comorbid factors were largely explored. Several reviewed studies found a strong association between social anxiety and online gaming disorder. Indeed, evidence showed that individuals who experience social anxiety are more exposed to the risk of developing an excessive or addictive gaming behavior.Ī total of 30 studies satisfied the initial inclusion criteria and were included in the present literature review. Within this prolific research field, difficulties associated with social anxiety have been increasingly explored in relation to POG. In recent years, scientific interest in POG has grown dramatically. This review included studies published between 20 that were indexed in major databases with the following keywords: Internet gaming, disorder, addiction, problematic, social phobia, and social anxiety. The present study aimed to review the literature concerning the relationship between problematic online gaming (POG) and social anxiety, taking into account the variables implicated in this relationship. The paper argues that playing WoW could become a tool for better coping with the pandemic through its competition, chance, and simulation elements that create achievement-based, social, and nostalgic motivators in the game. Understanding a virtual world could unfold ways to build resilience in the "real world". This research examines Man, The Player in World of Warcraft. Collected data suggests playing WoW has become a method for coping against the pandemic. The paper focuses on the levelling stage of the game and fieldwork data derived through participant observation and casual conversations with players. In this study, World of Warcraft (WoW) is explored as a setting through an ethnographic approach to understand how the covid pandemic affected players and their experience in the virtual world. Contrarily, some researchers consider this activity as a facilitator of social interaction with existing or new social networks. Before the pandemic, these games have been discussed in terms of their negative aspects such as being an escape from reality, an unhealthy coping mechanism, and an addiction. These games, including MMORPGs (massively multiplayer online role-playing games), offer an achievement-based social experience. During quarantines "play" was in the virtual form more than ever. The act of play is a way to improve one's wellness and it has been discussed as an intrinsic human activity nested in the culture. Negative effects of coronavirus expand from physical to mental health, thus finding methods for coping and wellness has become crucial. ![]()
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