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However, past studies have not examined the ability of games to assist players in connecting with their friends, indicating a gap. To fill this gap, the authors propose a new concept, the friend-connecting affordance, which is the ability of an online game to enable players to contact friends within the game.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Design\/methodology\/approach<\/jats:title><jats:p>The authors built a model to explain how games' friend-connecting affordances influence game loyalty. The authors gathered responses from 1,347 online players and used structural equation modeling to test the model.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Findings<\/jats:title><jats:p>The authors found that friend-connecting affordances and team participation influence game loyalty. Gaming intensity and gaming history can moderate the impact of friend-connecting affordances.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Originality\/value<\/jats:title><jats:p>This new affordance can be realized through various game elements, offering unique and actionable insights to game makers. The authors also compared the friend-connecting affordances among a number of popular online games, providing insights specific to each game and increasing the practical value of the findings.<\/jats:p><\/jats:sec>","DOI":"10.1108\/intr-06-2022-0419","type":"journal-article","created":{"date-parts":[[2023,7,28]],"date-time":"2023-07-28T10:55:16Z","timestamp":1690541716000},"page":"1249-1272","source":"Crossref","is-referenced-by-count":11,"title":["Friend-connecting affordances: playing online games to contact friends"],"prefix":"10.1108","volume":"34","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-6712-1400","authenticated-orcid":false,"given":"Gen-Yih","family":"Liao","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Tzu-Ling","family":"Huang","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Alan R.","family":"Dennis","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-3976-5399","authenticated-orcid":false,"given":"Ching-I","family":"Teng","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"140","published-online":{"date-parts":[[2023,7,31]]},"reference":[{"key":"key2024071805341180500_ref001","article-title":"Making friends on Facebook: common group membership as a central decision rule","volume":"126","year":"2022","journal-title":"Computers in Human Behavior"},{"issue":"3","key":"key2024071805341180500_ref002","doi-asserted-by":"crossref","first-page":"273","DOI":"10.1111\/j.1467-9280.2009.02287.x","article-title":"Comfortably numb: desensitizing effects of violent media on helping others","volume":"20","year":"2009","journal-title":"Psychological Science"},{"key":"key2024071805341180500_ref003","article-title":"Exploring the connection between playing video games and watching video game streaming: relationships with potential problematic uses","volume":"128","year":"2022","journal-title":"Computers in Human Behavior"},{"key":"key2024071805341180500_ref004","article-title":"Creating customer loyalty in online brand communities","volume":"107","year":"2020","journal-title":"Computers in Human Behavior"},{"key":"key2024071805341180500_ref005","doi-asserted-by":"crossref","first-page":"50","DOI":"10.1016\/j.dss.2014.05.002","article-title":"Do actions speak louder than voices? 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