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題名 Social video gaming and well-being
作者 林日璇
Lin, Jih-HsuanTammy
Bowman, Nicholas David;Rieger, Diana
貢獻者 傳播學院
關鍵詞 Video games; Socialization; Well-being; Game streaming; Recovery; Need satisfaction
日期 2022-06
上傳時間 2022-10-07
摘要 Despite stereotypes of video games as isolating technologies, video gaming can be a highly social activity that contributes to well-being. Advances in computing technology and greater social acceptance of video gaming have led to overall increases in gameplay in social scenarios. Our review focuses on three areas of research relevant to understanding social gaming and well-being: social play in video games (both past and present social play, and forms of tandem play), social gaming and psychological recovery (both short-term recovery and long-term resilience), and the use of emerging technologies to connect via gaming (such as game streaming and augmented/virtual reality). Throughout the article, we also highlight deficiencies in extant research and offer suggestions for how social scholarship on video games can move forward with well-being in mind. While existing research generally demonstrates the social dynamics of gaming and demonstrates the role of games for well-being, a robust and directed merging of these two complimentary lines of research is currently lacking.
關聯 Current Opinion in Psychology, Vol.45, 101316
資料類型 article
DOI https://doi.org/10.1016/j.copsyc.2022.101316
dc.contributor 傳播學院
dc.creator (作者) 林日璇
dc.creator (作者) Lin, Jih-HsuanTammy
dc.creator (作者) Bowman, Nicholas David;Rieger, Diana
dc.date (日期) 2022-06
dc.date.accessioned 2022-10-07-
dc.date.available 2022-10-07-
dc.date.issued (上傳時間) 2022-10-07-
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/142233-
dc.description.abstract (摘要) Despite stereotypes of video games as isolating technologies, video gaming can be a highly social activity that contributes to well-being. Advances in computing technology and greater social acceptance of video gaming have led to overall increases in gameplay in social scenarios. Our review focuses on three areas of research relevant to understanding social gaming and well-being: social play in video games (both past and present social play, and forms of tandem play), social gaming and psychological recovery (both short-term recovery and long-term resilience), and the use of emerging technologies to connect via gaming (such as game streaming and augmented/virtual reality). Throughout the article, we also highlight deficiencies in extant research and offer suggestions for how social scholarship on video games can move forward with well-being in mind. While existing research generally demonstrates the social dynamics of gaming and demonstrates the role of games for well-being, a robust and directed merging of these two complimentary lines of research is currently lacking.
dc.format.extent 108 bytes-
dc.format.mimetype text/html-
dc.relation (關聯) Current Opinion in Psychology, Vol.45, 101316
dc.subject (關鍵詞) Video games; Socialization; Well-being; Game streaming; Recovery; Need satisfaction
dc.title (題名) Social video gaming and well-being
dc.type (資料類型) article
dc.identifier.doi (DOI) 10.1016/j.copsyc.2022.101316
dc.doi.uri (DOI) https://doi.org/10.1016/j.copsyc.2022.101316