3 research outputs found
From virtual to reality: The positive and negative outcomes of video game play in adolescents
Video games are an almost universal adolescent leisure activity. Though some in the scholarly field are concerned about the effects of violent video game content on adolescent social outcomes, others believe that the benefits of video game play have been overlooked. A literature review was conducted to examine the evidence for positive and negative outcomes of video game play on adolescents. There were 14 articles identified and subsequently reviewed. Findings demonstrated a unique link between video game play and antisocial (e.g., aggression), prosocial (e.g., generosity), and pragmatic (e.g., problem-solving skills) outcomes. However, the results also suggest that much of this research is atheoretical and does adequately consider the roles of relational context. Discussion of the potential roles of relationships, theoretical applications, strengths and limitations of the research, and future directions are provided
Sense of (Online) Community? The Social Organization Theory of Action and Change and Adult Video Game Players
Much investigation has explored the potential effects of video games in adolescence. However, limited research has been conducted on the effects of social video game play and individual and relational well-being in adults. The Social Organization Theory of Action and Change (SOAC) may be a helpful way to examine social behaviors (like gaming) and how they relate to well-being. This exploratory study will utilize the SOAC to examine social gaming behaviors in adults, and examine the relationships between these behaviors and adult individual and relational outcomes (e.g., loneliness, relationship satisfaction). Descriptive statistics and correlations are provided. Regression analyses will be performed. Results will be used to discuss the viability of applying the SOAC to online, social gaming contexts. Implications for social video game play in adults will be provided