Video Games and Well-being
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Video Games and Well-being

Press Start

Rachel Kowert

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eBook - ePub

Video Games and Well-being

Press Start

Rachel Kowert

Dettagli del libro
Anteprima del libro
Indice dei contenuti
Citazioni

Informazioni sul libro

This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of "geek therapy."
This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.

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Informazioni

Anno
2019
ISBN
9783030327705
© The Author(s) 2020
R. Kowert (ed.)Video Games and Well-beingPalgrave Studies in Cyberpsychologyhttps://doi.org/10.1007/978-3-030-32770-5_1
Begin Abstract

1. Digital Games and Well-Being: An Overview

Felix Reer1 and Thorsten Quandt1
(1)
Department of Communication, University of Münster, Münster, Germany
Felix Reer (Corresponding author)
Thorsten Quandt

Abstract

The public debate about digital games primarily revolves around negative outcomes of digital gaming. This bias leads to a neglect of many of the positive aspects, and in particular, digital games’ contribution to well-being. However, more recently, there is a notable growth in studies interested in such beneficial effects. In this overview article, we will discuss some central research findings on three variants of well-being: hedonic, eudaimonic and social. These concepts refer to positive affective states, the fulfillment of central psychological needs and an appreciation of meaningful experiences, as well as the positive contribution to social interaction and relationships. Research on these three forms has consistently shown that games can be very effective in improving well-being.

Keywords

Digital gamesHedonic well-beingEudaimonic well-beingSocial well-beingSelf-Determination TheoryMeaningful entertainment
End Abstract
Since digital games entered the mass market in the 1980s, the public, as well as many scholars, have viewed them with skepticism. For example, early studies investigated whether playing video games may lead to decreases in academic performance (Harris & Williams, 1985), cardiovascular risks (Gwinup, Haw, & Elias, 1983), or epilepsy (Maeda et al., 1990). From early on, the use of violent games has been considered a possible cause of aggressiveness (e.g. Ellis, 1990); a topic that gained particular attention in the context of the school schoolings of Columbine, Erfurt, or Winnenden, and that is still being discussed controversially among scholars (Drummond, Sauer, & Garea, 2018; Scharrer, Kamau, Warren, & Zhang, 2018). Recently, the World Health Organization (WHO) decided to include the addictive use of digital games (“gaming disorder”) into the International Classification of Diseases (ICD-11). This has triggered a worldwide debate about the question whether the classification in the ICD-11 is useful or not and what consequences will arise from it (e.g. Aarseth et al., 2017; Király & Demetrovics, 2017).
The dominance of research and debates on negative effects of gaming may disguise the fact that playing digital games is a very popular and entertaining spare time activity that attracts billions of players worldwide. In recent years, more and more studies on positive aspects of playing were conducted that may help to overcome the one-sided view of digital games as a risk to health and society. For example, studies examined the educational potentials of digital games in school contexts (e.g. Bai, Pan, Hirumi, & Kebritchi, 2012) or in health care and intervention (e.g. DeShazo, Harris, & Pratt, 2010). Other studies explored the benefits of using so-called exergames—a combination of digital game and physical exercise (e.g. Staiano & Clavert, 2011). Also commercial off-the-shelf games were brought in connection with positive effects, such as recovery and stress reduction (e.g. Reinecke, 2009a; Reinecke, Klatt, & Krämer, 2011).
The current chapter will overview of some of these positive effects playing digital games, with a specific focus on how the use of games may contribute to players’ well-being. Well-being is a concept that is often associated with positive psychology and refers to optimal experience and sufficient mental functioning (Ryan & Deci, 2001). In particular, we will distinguish between three often-investigated subcomponents of well-being: hedonic, eudaimonic, and social well-being.

Digital Games and Hedonic Well-Being

In a general sense, the hedonic component of well-being relates to the experience of positive affective (i.e. mood) states. Hedonic understandings of well-being have often been associated with the Greek philosopher Aristippus who believed that living a good life in essence means maximizing individual pleasure and enjoyment and minimizing pain and suffering (Huta, 2017; Ryan & Deci, 2001). The hedonic view of well-being was also adopted by psychologists like Kahnenman and colleagues (1999) who stated that the primary aim of psychological treatment and research should be to assist people in creating pleasurable experiences and amplifying happiness as well as in reducing negative emotions like sadness or dissatisfaction (Ryan & Deci, 2001). Pleasure and happiness are two terms that have often been used to define hedonic experiences. Others include fun, enjoyment, relaxation, or carefreeness (Huta, 2017). Further, hedonic well-being was often understood as a state in absence of negative feelings, such as stress, depression, anxiety, or emotional pain (Huta, 2017).
Communication researchers and media psychologists have brought hedonic well-being in connection with the use of entertainment media, including films and television (e.g. Vorderer & Reinecke, 2012; Vorderer, Klimmt, & Ritterfeld, 2004). Viewing a comedy, reading a novel or listening to pop music can undoubtedly be pleasurable experiences that increase individual’s enjoyment and well-being. A good example for a theoretical concept of entertainment research that has a clear link to the hedonic understanding of well-being is escapism (e.g. Katz & Foulkes, 1962). It is widely known for several decades that escaping daily life problems can be an important motivation to use media content (e.g. Hastall, 2017). From a hedonic perspective, media use thus can be seen as s sufficient strategy to (at least temporarily) increase well-being via the distraction from stress, interpersonal problems or day-to-day worries.
Concerning digital games, several studies have found that escapism and being immersed into a fantasy world to be relevant motivations of players (e.g. Scharkow, Festl, Vogelgesang, & Quandt, 2015; Sherry, Lucas, Greenberg, & Lachlan, 2006; Williams, Yee, & Caplan, 2008; Yee, 2006a, 2006b). Especially complex games like online role-playing games are often used for escapism-related motivations like immersion/fantasy (e.g. Ghuman & Griffiths, 2012; Scharkow et al., 2015). These games typically feature detailed narrations within a sophisticated virtual world and offer the fascinating opportunity to take over different identities. They thus provide an optimal environment for a pleasurable escape from the restrictions and difficulties of the real world.
While escapism is a rather broad concept that relates to many different facets of distractive media use, mood management theory (Zillmann, 1988) takes a more pronounced perspective by focusing on media-based mood regulation processes. Introduced by Zillmann (1988), mood management theory claims that the use of entertainment media can be an efficient coping strategy to bring negative mental conditions and suboptimal excitation levels back into balance (and thus to increase hedonic well-being). Studies indicate that, for example, bored individuals tend to choose exciting TV programs, while stressed individuals prefer to watch relaxing TV programs (Bryant & Zillmann, 1984). Further, participants in bad moods were found to prefer to listen to energetic-joyful music, which helped them to regulate their affective states (Knobloch & Zillmann, 2002).
In recent years, several studies have also analyzed the mood repair potentials of digital games (e.g. Bowman & Tamborini, 2012, 2015; Rieger, Frischlich, Wulf, Bente, & Kneer, 2015). For example, Bowman and Tamborini (2012) argued that digital games should be particularly well-suited to repair negative affective states since the interactivity they provide make them more demanding (and thus distracting) than non-interactive media. In a laboratory experiment with 176 participants, task demand and the participants’ mood were manipulated and pre- to post-play mood repair was measured. The results indicated that higher levels of task demand (induced by varying levels of interactivity) increased the game’s intervention potential and resulted in a more effective reduction of stress and boredom. In a follow-up study, Rieger et al. (2015) showed that also sadness is more effectively relieved by playing a computer game than by watching a non-interactive gameplay video.
Similarly, a survey study by Reinecke (2009a) showed that digital games are frequently used to recover from stress and strain and that work-related fatigue and daily hassles are significant predictors of the recreational use of games. Playing digital games at the workplace has also been found to have a high potential for recovery from work-related exhaustion (Reinecke, 2009b). A laboratory experiment with 160 participants showed that playing a digital game induced the highest levels of overall re...

Indice dei contenuti

  1. Cover
  2. Front Matter
  3. 1. Digital Games and Well-Being: An Overview
  4. 2. Press Reset
  5. 3. Explore the Map
  6. 4. Oh Me, Oh My! Identity Development Through Video Games
  7. 5. Forever Questing and “Getting Gud”
  8. 6. Positive Psychology and Gaming: Strength and Resilience +1
  9. 7. Gaming the Mind and Minding the Game: Mindfulness and Flow in Video Games
  10. 8. Follow the Trail of Enemies
  11. 9. You Are the One Foretold; Finding Yourself Through the Journey
  12. 10. Extra Lives
  13. 11. Concluding Comments
  14. Back Matter
Stili delle citazioni per Video Games and Well-being

APA 6 Citation

[author missing]. (2019). Video Games and Well-being ([edition unavailable]). Springer International Publishing. Retrieved from https://www.perlego.com/book/3492284/video-games-and-wellbeing-press-start-pdf (Original work published 2019)

Chicago Citation

[author missing]. (2019) 2019. Video Games and Well-Being. [Edition unavailable]. Springer International Publishing. https://www.perlego.com/book/3492284/video-games-and-wellbeing-press-start-pdf.

Harvard Citation

[author missing] (2019) Video Games and Well-being. [edition unavailable]. Springer International Publishing. Available at: https://www.perlego.com/book/3492284/video-games-and-wellbeing-press-start-pdf (Accessed: 15 October 2022).

MLA 7 Citation

[author missing]. Video Games and Well-Being. [edition unavailable]. Springer International Publishing, 2019. Web. 15 Oct. 2022.