Introduction of the Digital Gaming Relationship DOI Creative Commons

Miikka Sokka,

Kwok Ng, Sami Kokko

et al.

Media and Communication, Journal Year: 2024, Volume and Issue: 13

Published: Nov. 13, 2024

In recent decades, there has been a growing interest in studying the appeal of digital games. However, is still call for further research, especially on theoretical and methodological advancements. Hence, novel approach concept Digital Gaming Relationship (DGR) presented. The DGR model adapted from earlier work physical activity with central as “meaning,” it provides an alternative perspective to motivation-oriented literature field game studies. With this approach, fundamental view that each person varying relationship games gaming over their life span. builds individual’s encounters social world its cultural meanings. long term, accruing gaming-related knowledge, experiences, emotional connections contributes rich tapestry meaning, thus creating deep meaningful capable shaping one’s actions, behaviors, even identity. framework theorizes mechanisms socialization process illustrates includes much more than just playing them. article, roots key concepts are introduced, practical applicability discussed.

Language: Английский

Validating Motives of Autonomous Players (MAP) inventory: a bottom-up model of general motivational factors to videogame play DOI Creative Commons
Jukka Vahlo, Kai Tuuri

User Modeling and User-Adapted Interaction, Journal Year: 2025, Volume and Issue: 35(2)

Published: March 30, 2025

Language: Английский

Citations

0

Gamification for elderly well-being: Effects on experience and engagement DOI
Yanping Zhang, Nannan Xi, Changyong Liang

et al.

Technological Forecasting and Social Change, Journal Year: 2025, Volume and Issue: 217, P. 124155 - 124155

Published: April 25, 2025

Language: Английский

Citations

0

Burden of gaming disorder among adolescents: A systemic review and meta-analysis DOI Creative Commons
Prakasini Satapathy, Mahalaqua Nazli Khatib,

Ashok Kumar Balaraman

et al.

Public Health in Practice, Journal Year: 2024, Volume and Issue: 9, P. 100565 - 100565

Published: Dec. 20, 2024

Language: Английский

Citations

3

Games in everyday life: Profiles of adolescent digital gaming motives and well-being outcomes DOI Creative Commons
Mikko Meriläinen, Lauri Hietajärvi, Riikka Aurava

et al.

Telematics and Informatics Reports, Journal Year: 2023, Volume and Issue: 12, P. 100104 - 100104

Published: Oct. 21, 2023

Especially since the 2010s, we have seen rapidly increasing discussion and research on causal correlational relations between digital gaming different dimensions of well-being. This quantitative study presents a starting point four-year longitudinal connections adolescents' motives, culture participation, aspects psychosocial well-being (digital engagement, internalising symptoms, academic adjustment) in sample (N=2053) actively Finnish 6th 8th graders (ages 11–14). Results show three distinct player profiles differing motives correlates: escapist game players, achiever recreational players. These provide for exploring both interactions stability over time.

Language: Английский

Citations

7

Advancing the acceptability of game-based digital mental health interventions: A qualitative study on clinicians’ views DOI Creative Commons
Lauri Lukka, Veli‐Matti Karhulahti, J. Matias Palva

et al.

Research Square (Research Square), Journal Year: 2024, Volume and Issue: unknown

Published: June 12, 2024

Abstract Background: Mental health professionals’ (MHPs) views on video games are crucial for game-based digital mental interventions. These interventions actively developed, their successful implementation depends also clinician acceptability, and they related to the divisive topics of technological transformation games. Objective: This qualitative study investigates how MHPs view This aims inform user-centered design Methods: The combined three (n = 19, n 16, n= 6) distinct interview datasets, which explored Finnish The data 41) were analyzed using Reflexive Thematic Analysis (RTA). Then, two post hoc analyses designed complementary questionnaire 80), was gathered together with first dataset. Results: RTA generated themes. 1) Personally recreation, clinically harmful. MHPs’ personal gaming experiences positive associated whereas professional clients’ harms. 2) Gaming is framed as adverse technology meaningful culture. made sense a complex societal phenomenon conflicting frames. 3) Clients’ holistically. evaluated all activities, included, per influence other fields life. They identified courses where could evolve from solution problem: connection loneliness comfort avoidance. analysis provided further evidence self-client attitude asymmetry in theme. second post hoc described benefits expected whom. Conclusion: MHPs’ characterized by asymmetry, framings, holistic exploration. Thus, cannot be meaningfully simplified positive-negative -continuum. Game-based intervention researchers, designers, developers benefit considering these stakeholder perceptions when designing implementing novel

Language: Английский

Citations

1

Young video game players’ self-identified toxic gaming behaviour DOI Creative Commons
Maria Ruotsalainen, Mikko Meriläinen

Eludamos Journal for Computer Game Culture, Journal Year: 2023, Volume and Issue: 14(1), P. 147 - 173

Published: Dec. 14, 2023

In this study we analyze negative behaviour in the context of digital gaming through interviews players (N=12) aged 16–27 who self-reported as having behaved a manner they acknowledged toxic. Through thematic analysis interviews, highlight three central themes: Games affective spaces; affordances and norms facilitating behaviours; players’ navigation behaviours. Our demonstrates situational nature offers solutions for reducing it gaming.

Language: Английский

Citations

2

ФОРМУВАННЯ МІЛІТАРНОЇ ІДЕНТИЧНОСТІ ПІДЛІТКІВ ЗАСОБАМИ ЦИФРОВИХ ІГОР DOI Open Access
Світлана Олексіївна Лукомська

Слобожанський науковий вісник. Серія Психологія., Journal Year: 2024, Volume and Issue: 1, P. 106 - 110

Published: May 28, 2024

Вплив ігор та ігрової культури на психологічне благополуччя й поведінку дітей підлітків був джерелом занепокоєння інтересу ранніх етапах розвитку сучасних цифрових наприкінці 1970-х років, а вивчення їх негативних і позитивних впливів залишається актуальним донині. Натепер цифрові ігри є частиною повсякденного життя, тому вони із засобу для розваг стали важливою особистості соціального функціонування, зокрема в умовах високої невизначеності, загрози життю психологічному благополуччю, як-от під час пандемії COVID-19 нинішньої російсько-української війни. Доведено, що зазвичай наголошується негативному впливі підлітків. Однак багато аспектів виходять за межі дихотомії безперечно корисні чи шкідливі, світлі темні, але все ж суттю ігор, особливо виявляється у формуванні мілітарної ідентичності – шкідливої мирних необхідної часи війни, коли кожного українця відбувається трансформація цивільної ідентичність мілітарну пов’язану з нею моральну, сформовану контексті подолання моральної травми як невід’ємного складника залученості до воєнного стану. мілітарна соціальною, яка формується інтегрується самооцінку, цивільна стає менш помітною через військову інкультурацію. Безперервність відіграє ключову роль збереженні психологічного зміни життя. Це пояснюється тим, спадкоємність основою збереження відчуття стабільності, сенсу життя зв’язків іншими членами групи (наприклад, сімейними, професійними громадськими), відіграють важливу цьому процесі, використовуючись засіб навичок, необхідних ефективної адаптації

Citations

0

Psychological Predictors of Long-term Esports Success: A Registered Report DOI Creative Commons

Marcel Martončik,

Veli‐Matti Karhulahti, Yaewon Jin

et al.

Collabra Psychology, Journal Year: 2024, Volume and Issue: 10(1)

Published: Jan. 1, 2024

The competitive play of digital games, esports, has attracted worldwide attention hundreds millions young people. Although esports players are known to practice in similar ways other athletes, it remains largely unknown what factors contribute high performance and degree. In the present confirmatory study, our goal was test whether deliberate theory, which successfully been applied sports earlier, can predict with psychologically relevant variables. study carried out participants from Counter-Strike: Global Offensive (N = 186) League Legends 411). both we found evidence for not having a meaningful effect on (null: r > .3 .2 Legends, observed: .02 -.01 Legends). On hand, results confirmed younger age predicting better (-.33 -.22, respectively). Additionally, were able confirm two game-specific findings: (-.30, Offensive) non-deliberate hours (.26, Legends) meaningfully predicted one but esports. effects all variables—including intelligence, reaction time, persistence—were be null or inconclusive We discuss against game design hypothesize esports-specific information density as potential explanation differences prediction. findings useful teams, coaches, individuals pursuing success

Language: Английский

Citations

0

Barriers to playing digital games: Why do some people choose not to play digital games? DOI
Seungyeon Ha, Seongcheol Kim

Telematics and Informatics, Journal Year: 2024, Volume and Issue: 93, P. 102161 - 102161

Published: July 7, 2024

Language: Английский

Citations

0

Toxicity or Prosociality?: Civic Value and Gaming Citizenship in Competitive Video Game Communities DOI
Jin Kim,

Naishly Ortiz

Simulation & Gaming, Journal Year: 2024, Volume and Issue: unknown

Published: Sept. 14, 2024

Background Online multiplayer video games are characterized by competitiveness and collaboration: the former resonates with toxicity latter civic values. While it is urgent to consider efficient ways cope toxicity, worth interrogating how gamers shift between toxic gaming citizenship. Aim Drawing on feminist game studies, citizenship, ludic ethics approaches, this study examined embrace resist behaviors simultaneously in community contexts. Method We conducted in-depth interviews twenty-two Overwatch players from June 2021 May 2023 elaborate experiences of behaviors, their coping mechanisms, roles communities. Purposive snowball samplings were used recruit participants who regularly played competitive modes Overwatch. Results From interviews, two types (tolerable, intolerable) identified. Of anti-toxic measures, ignoring was addressed as a common but problematic measure, while intervention most effective measure. Gamers’ involvement communities discussed within three frameworks: prosociality, gamer education, transformation. Overall, interviewees showed ambivalence toward usage measures. With limitations, we found that can serve venue for citizenship provide institutional supports gamers. Conclusion This contributes scholarship Our illustrated battlegrounds prosociality toxicity. do not see vilification panacea problems. In sense, discourses helps rekindle debate about stigmatized assumptions

Language: Английский

Citations

0