8 research outputs found

    The People-Game-Play model for understanding videogames' impact on wellbeing

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    Given the increasing popularity of videogames, understanding when, how and for whom they have a positive or negative impact on wellbeing is critical. We propose a model for exploring these questions based on existing literature and our own research. The People-Game-Play model identifies player characteristics, game features and the experience of play as key determinants of the impact of videogame play on wellbeing. We propose research exploring the relationships within and between each of these key factors is needed and identify some examples of future research in this space

    Positive Gaming: Workshop on Gamification and Games for Wellbeing

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    © Owners/Authors, 2017. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in CHI PLAY '17 Extended Abstracts - Extended Abstracts Publication of the Annual Symposium on Computer- Human Interaction in Play. DOI: https://doi.org/10.1145/3130859.3131442Gamification and games have been used and studied in a variety of applications related with health and wellbeing. Nevertheless, there are very few studies aimed at designing games (whether serious games or recreational games) or gameful applications for improving wellbeing or flourishing – the pursuit of a happy and meaningful life, rather than the avoidance of illness. Therefore, this full-day Workshop aims to form a community, discuss theoretical and practical considerations, and promote the development of research projects focused on “Positive Gaming” – the use of gamification and games as tools for realizing Positive Computing objectives. This will create the opportunities for interested researchers to form a common understanding, develop methods and procedures, and establish a roadmap for future research in Positive Gaming

    An overview of the effects of video games on prosocial behaviour

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    Abstract. Because nearly everyone has the access to video games in the ever-digitalizing world, debates are rising and people are becoming more worried about, what kinds of negative and positive effects they might propose to the daily life of the individual. It seems people are more aware of the negative aspects that video games have on prosocial behaviour and there also seems to be more studies brought to the public about the negative effects than the positive ones. Due to these circumstances, I think it is important to research also the positive behavioural effects that video games have, and the studies conducted on them. Also, to review and bring out the different researches done to the prosocial effects that video games have for the prosocial behaviour of people in their life. To influence people’s attitudes with video games, we need to introduce proof of positive effects and benefits they have on people and to society. In this research I will be studying influences of prosocial interaction, their effects and what kind of aspects can have a positive effect to the prosocial behaviour of players. This is done by reviewing researches and studies that assess these matters and by providing insight to the causality between these studies. This way we can have a basis on the study to the individuals benefits in organizational and social aspects. It also may influence people that might be demonizing towards video games to rethink their attitude and have a clearer image of the positive benefits of video games

    Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play

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    The present study tests a recently proposed model in which social video game play supports wellbeing by contributing to a harmonious type of engagement with the game. Players (N = 2030) of the online-only multiplayer first-person shooter game, Destiny, reported the frequency they played with real-life friends, online-only friends and strangers, their type of engagement with the game – measured as harmonious and obsessive passion, and completed a wellbeing measure of social capital. \ud \ud Telemetry data also recorded their total time playing over the duration of the study. A structural equation model supported the prediction that harmonious – but not obsessive – passion would mediate the positive association between playing with others and social capital. \ud \ud The findings also supported a supplementary hypothesis that the three types of social relationships would be differentially associated with two forms of social capital – bridging versus bonding – as a function of the closeness of social ties. Real-life friends was positively associated with bonding, strangers with bridging, and online-only friends with both. \ud \ud Overall, these results emphasise that social interactions in (and around) online multiplayer video games are effective for building social capital, and do so by ensuring game play is in harmony with other goals and values

    The ethics of digital well-being: a thematic review

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    This article presents the first thematic review of the literature on the ethical issues concerning digital well-being. The term ‘digital well-being’ is used to refer to the impact of digital technologies on what it means to live a life that is good for a human being, and review the existing literature on the ethics of digital well-being, with the goal of mapping the current debate and identifying open questions for future research. The review identifies key issues related to four key social domains: healthcare, education, governance and social development, and media and entertainment. It also highlights three broader themes: positive computing, personalised human- computer interaction, and autonomy and self-determination. The review argues that three themes will be central to ongoing discussions and research by showing how they can be used to identify open questions related to the ethics of digital well-being

    The Basic Needs in Games (BANG) Model of Video Games and Mental Health: Untangling the Positive and Negative Effects of Games with Better Science

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    How do video games affect mental health? Despite decades of research and widespread interest from policymakers, parents, and players, in most cases the best answer we have is: it depends. I argue that our limited success stems largely from (1) a lack of theories that explain more than small portions of the varied evidence base, and (2) methodological limitations related to measurement, self-report data, questionable research practices, and more. In this thesis, I present the Basic Needs in Games (BANG) model. Building upon self-determination theory, BANG offers a novel theoretical account that provides mechanisms for both short- and long-term effects, positive and negative, resulting from quality or quantity of gaming. Under BANG, the primary mechanism through which games impact mental health is via need satisfaction and frustration: the extent to which both games, and players’ life in general, provide experiences of control and volition (autonomy), mastery and growth (competence), and connection and belonging (relatedness). To generate BANG, I conducted semi-structured interviews, finding that need-frustrating experiences within games have important effects on player behavior, likelihood of continuing play, and expectations for future experiences (Study 1). In a mixed-method survey, I show that some—but not all—players are successful in compensating for frustrated needs in daily life by playing games (Study 2). These findings informed the validation of the the Basic Needs in Games Scale (BANGS), as previous instruments either did not measure need frustration or were not designed for gaming contexts. Across 1400 participants and various validity analyses, I show that the questionnaire is suitable for wide-ranging use (Study 3). Finally, I collected 12 weeks of digital trace data using a novel method of monitoring the Xbox network, and combined this with 6 biweekly surveys measuring need satisfaction and frustration alongside three mental health constructs (Study 4). Across 2000 responses (n = 400), I find partial support for BANG: there is strong evidence to rule out a meaningful relationship between playtime and subsequent mental health. However, players who felt more need satisfaction than usual in games also reported higher than usual need satisfaction in general, which in turn related to better mental health. My results help push the field beyond simplified notions of playtime by offering a framework that can systematically account for a wide variety of observed gaming effects. I hope that this work can serve as both a call to action and an illustrative example of how games research can be more productive

    Causes, magnitude and implications of Griefing in Massively Multiplayer Online Role-Playing Games

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    This thesis presents findings from research into the global phenomenon known as griefing that occurs in Massively Multiplayer Online Role-Playing Games (MMORPGs). Griefing, in its simplest terms, refers to the act of one player intentionally disrupting another player’s game experience for personal pleasure and potential gain. For too long it has been unknown how pervasive griefing is, how frequently griefing occurs and, in particular, the impact on players that are subjected to griefing. There has also been limited research regarding what causes a player to perform griefing. This thesis addresses these concerns by answering the research question “What are the causes and implications of griefing in Massively Multiplayer Online Role-Playing Games, and what magnitude of griefing exists in this genre?” Mixed method research was employed using the “Sequential Explanatory Strategy”, in which a quantitative phase was followed by a qualitative phase to strengthen the findings. The quantitative phase consisted of a survey that attracted 1188 participants of a representative player population. The qualitative phase consisted of interviews with 15 participants to give more personalised data. The data was analysed from the perspectives of different demographics and different associations to griefing. The thesis contributed original findings regarding the causes, magnitude and implications of griefing in MMORPGs. Some of the main findings were: • Factors that motivated a player to cause grief; • how griefers selected their targets based on particular demographics or avatar characteristics; • the pervasiveness, frequency and impact of different types of griefing; • the amount of griefing that can be tolerated; • how players reacted to griefing; • the impact to the well-being of the players after a griefing incident. The thesis concluded with advice to MMORPG developers regarding the most pervasive, frequent and impactful types of griefing, and how game design may increase or decrease the amount and intensity of griefing.Doctor of Philosoph
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