The purpose of this study was to investigate the influence of games, where characters must overcome adversity, on player’s perceptions of their psychological resilience. Located on the PlayStation blog (blog.us.playstation.com), the online PlayStation Network (PSN) community group focuses on video gamers unique stories and experiences. Using a qualitative and exploratory design, blogs posted between March 2012 and January 2013 were analyzed for content describing experiences via gameplay that members reported made them feel more resilient. Both social and emotional aspects of resilience were discussed with players reporting game experiences had helped them feel more confident in their abilities. Many also associated themselves with the same...
Resilient healthcare emphasises the importance of adaptive capacity in quality healthcare. This theo...
The purpose of this thesis was to find out if video games could possibly improve one’s wellbeing. So...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
The purpose of this study was to investigate the influence of games, where characters must overcome ...
Until recently, research on video games has been concerned largely with negative effects of play. In...
The psychological impact of video gaming has received considerable attention in recent years, reflec...
Video games provide excellent opportunities for people to manage their emotional well-being in every...
In the current climate of Covid-19 and world-wide social distancing, the mental health toll has been...
The spreading of video games by adolescents and young adults is increasingly leading to the developm...
Playing computer games has often been theorised to be linked to the wellbeing of users. However, the...
This scoping review summarises the literature on resilience interventions that use interactive techn...
Responding to concerns about the negative impacts of videogames on young people’s mental health, as ...
This study aimed to investigate how video games can positively affect individuals, and how they perc...
HCI has become increasingly interested in the use of technology during difficult life experiences. Y...
HCI has become increasingly interested in the use of technology during difficult life experiences. Y...
Resilient healthcare emphasises the importance of adaptive capacity in quality healthcare. This theo...
The purpose of this thesis was to find out if video games could possibly improve one’s wellbeing. So...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
The purpose of this study was to investigate the influence of games, where characters must overcome ...
Until recently, research on video games has been concerned largely with negative effects of play. In...
The psychological impact of video gaming has received considerable attention in recent years, reflec...
Video games provide excellent opportunities for people to manage their emotional well-being in every...
In the current climate of Covid-19 and world-wide social distancing, the mental health toll has been...
The spreading of video games by adolescents and young adults is increasingly leading to the developm...
Playing computer games has often been theorised to be linked to the wellbeing of users. However, the...
This scoping review summarises the literature on resilience interventions that use interactive techn...
Responding to concerns about the negative impacts of videogames on young people’s mental health, as ...
This study aimed to investigate how video games can positively affect individuals, and how they perc...
HCI has become increasingly interested in the use of technology during difficult life experiences. Y...
HCI has become increasingly interested in the use of technology during difficult life experiences. Y...
Resilient healthcare emphasises the importance of adaptive capacity in quality healthcare. This theo...
The purpose of this thesis was to find out if video games could possibly improve one’s wellbeing. So...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...