Video game play is becoming an increasingly social experience, yet we have little understanding of how social and solitary modes of play differ in terms of the player experience or interact with player wellbeing. An online survey (n = 446) collected data on players' current mode of play, their game play experience, social capital gained from game play and wellbeing. The results indicate that social and solitary players differ in terms of degree of autonomy, presence and relatedness experienced, while the different types of social play are associated with differences in relatedness and social capital experienced. Different predictors of wellbeing were also present across solitary and social player samples. People who play games on their own ...
Abstract. Although the social relevance of digital gaming has been discussed and investigated in cul...
Although the social relevance of digital gaming has been discussed and investigated in cultural and ...
The increasing popularity of online and multiplayer games has meant that for many, social interactio...
Video game play is becoming an increasingly social experience, yet we have little understanding of h...
Video game play is a popular entertainment choice, yet we have a limited understanding of the potent...
Online games are becoming more and more popular nowadays. Interacting with others in games has also ...
This thesis examines the relationships between different social contexts of video game play, the pla...
The present study tests a recently proposed model in which social video game play supports wellbeing...
\u3cp\u3eThe present study tests a recently proposed model in which social video game play supports ...
People who play video games do so in a range of social contexts: alone, with people they know and do...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
Digital games have become a social medium. Players are often socially motivated to play games and ac...
People who play video games do so in a range of social contexts: alone, with people they know and do...
Playing computer games has often been theorised to be linked to the wellbeing of users. However, the...
Videogames are an increasingly popular entertainment choice, yet we have a limited understanding of ...
Abstract. Although the social relevance of digital gaming has been discussed and investigated in cul...
Although the social relevance of digital gaming has been discussed and investigated in cultural and ...
The increasing popularity of online and multiplayer games has meant that for many, social interactio...
Video game play is becoming an increasingly social experience, yet we have little understanding of h...
Video game play is a popular entertainment choice, yet we have a limited understanding of the potent...
Online games are becoming more and more popular nowadays. Interacting with others in games has also ...
This thesis examines the relationships between different social contexts of video game play, the pla...
The present study tests a recently proposed model in which social video game play supports wellbeing...
\u3cp\u3eThe present study tests a recently proposed model in which social video game play supports ...
People who play video games do so in a range of social contexts: alone, with people they know and do...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
Digital games have become a social medium. Players are often socially motivated to play games and ac...
People who play video games do so in a range of social contexts: alone, with people they know and do...
Playing computer games has often been theorised to be linked to the wellbeing of users. However, the...
Videogames are an increasingly popular entertainment choice, yet we have a limited understanding of ...
Abstract. Although the social relevance of digital gaming has been discussed and investigated in cul...
Although the social relevance of digital gaming has been discussed and investigated in cultural and ...
The increasing popularity of online and multiplayer games has meant that for many, social interactio...