Social isolation is a predictor of poor mental health outcomes while social connectedness leads to positive mental health and wellbeing outcomes. Although videogames offer the technical capabilities to play with others globally, historically limited support has been provided to connect with others who have similar goals, interests and motivations. Skill-based matchmaking is the dominant approach to connecting players, however, a number of services have emerged which seek to connect players based on factors other than skill, such as game type, play style, location, and interests. This has potential for gameplay to facilitate social connectedness and positively impact wellbeing. As part of a larger program of research, we present a review of ...
People who play video games do so in a range of social contexts: alone, with people they know and do...
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...
While video games are becoming increasingly social, little is known regarding whether games might al...
Online games are becoming more and more popular nowadays. Interacting with others in games has also ...
The present study tests a recently proposed model in which social video game play supports wellbeing...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
\u3cp\u3eThe present study tests a recently proposed model in which social video game play supports ...
Internet connectivity has changed the way video games are played by allowing individuals to connect ...
Digital games have become a social medium. Players are often socially motivated to play games and ac...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
Video game play is becoming an increasingly social experience, yet we have little understanding of h...
Playing exercise games together can be more enjoyable and motivating than playing alone. There are a...
Multiplayer Online Games (MOGs) like Defense of the Ancients and StarCraft II have attracted hundred...
Technological advances throughout the past century have often produced concern regarding these advan...
People who play video games do so in a range of social contexts: alone, with people they know and do...
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...
While video games are becoming increasingly social, little is known regarding whether games might al...
Online games are becoming more and more popular nowadays. Interacting with others in games has also ...
The present study tests a recently proposed model in which social video game play supports wellbeing...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
\u3cp\u3eThe present study tests a recently proposed model in which social video game play supports ...
Internet connectivity has changed the way video games are played by allowing individuals to connect ...
Digital games have become a social medium. Players are often socially motivated to play games and ac...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
Video game play is becoming an increasingly social experience, yet we have little understanding of h...
Playing exercise games together can be more enjoyable and motivating than playing alone. There are a...
Multiplayer Online Games (MOGs) like Defense of the Ancients and StarCraft II have attracted hundred...
Technological advances throughout the past century have often produced concern regarding these advan...
People who play video games do so in a range of social contexts: alone, with people they know and do...
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...