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    政大機構典藏 > 傳播學院 > 期刊論文 >  Item 140.119/142233
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/142233


    Title: Social video gaming and well-being
    Authors: 林日璇
    Lin, Jih-HsuanTammy
    Bowman, Nicholas David;Rieger, Diana
    Contributors: 傳播學院
    Keywords: Video games;Socialization;Well-being;Game streaming;Recovery;Need satisfaction
    Date: 2022-06
    Issue Date: 2022-10-07
    Abstract: 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.
    Relation: Current Opinion in Psychology, Vol.45, 101316
    Data Type: article
    DOI 連結: https://doi.org/10.1016/j.copsyc.2022.101316
    DOI: 10.1016/j.copsyc.2022.101316
    Appears in Collections:[傳播學院] 期刊論文

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