In this chapter we aim to explore how videogames can lead to improvements in wellbeing. Following Keyes (2007) and Huppert and So (2012) we view wellbeing as a multidimensional concept with both hedonic and eudaimonic aspects. In this chapter we take a broad approach in terms of exploring the impact of videogames on the psychological, social, and physical components of wellbeing. We explore how videogames have been shown to have an impact in each of these domains. Although there is a great deal of evidence for the actual and potential positive impacts of videogames, there are many unanswered questions regarding the situations in which there is likely to be an impact of videogame play on wellbeing, as well as the aspects of wellbeing that ar...
Traditionally, playing computer games and engaging in other online activities has been seen as a thr...
Traditionally, playing computer games and engaging in other online activities has been seen as a thr...
Traditionally, playing computer games and engaging in other online activities has been seen as a thr...
Responding to concerns about the negative impacts of videogames on young people’s mental health, as ...
Responding to concerns about the negative impacts of videogames on young people’s mental health, as\...
Given the increasing popularity of videogames, understanding when, how and for whom they have a posi...
Given the increasing popularity of videogames, understanding when, how and for whom they have a posi...
Video games are a source of entertainment for a wide population and have varied effects on well-bein...
Until recently, research on video games has been concerned largely with negative effects of play. In...
This paper is a review of the state of play of research linking videogaming and flourishing, and exp...
This paper is a review of the state of play of research linking videogaming and flourishing, and exp...
The psychological impact of video gaming has received considerable attention in recent years, reflec...
Video games are a ubiquitous part of almost all children’s and adolescents ’ lives, with 97 % playin...
Traditionally, playing computer games and engaging in other online activities has been seen as a thr...
Traditionally, playing computer games and engaging in other online activities has been seen as a thr...
Traditionally, playing computer games and engaging in other online activities has been seen as a thr...
Traditionally, playing computer games and engaging in other online activities has been seen as a thr...
Traditionally, playing computer games and engaging in other online activities has been seen as a thr...
Responding to concerns about the negative impacts of videogames on young people’s mental health, as ...
Responding to concerns about the negative impacts of videogames on young people’s mental health, as\...
Given the increasing popularity of videogames, understanding when, how and for whom they have a posi...
Given the increasing popularity of videogames, understanding when, how and for whom they have a posi...
Video games are a source of entertainment for a wide population and have varied effects on well-bein...
Until recently, research on video games has been concerned largely with negative effects of play. In...
This paper is a review of the state of play of research linking videogaming and flourishing, and exp...
This paper is a review of the state of play of research linking videogaming and flourishing, and exp...
The psychological impact of video gaming has received considerable attention in recent years, reflec...
Video games are a ubiquitous part of almost all children’s and adolescents ’ lives, with 97 % playin...
Traditionally, playing computer games and engaging in other online activities has been seen as a thr...
Traditionally, playing computer games and engaging in other online activities has been seen as a thr...
Traditionally, playing computer games and engaging in other online activities has been seen as a thr...
Traditionally, playing computer games and engaging in other online activities has been seen as a thr...
Traditionally, playing computer games and engaging in other online activities has been seen as a thr...