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.
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.
Research Square (Research Square),
Journal Year:
2024,
Volume and Issue:
unknown
Published: June 12, 2024
AbstractBackground:
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
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.
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
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
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