The People-Game-Play model for understanding videogames’ impact on wellbeing


Autoria(s): Johnson, Daniel; Wyeth, Peta; Sweetser, Penelope
Data(s)

23/09/2013

Resumo

Given the increasing popularity of videogames, understanding when, how and for whom they have a positive or negative impact on wellbeing is critical. We propose a model for exploring these questions based on existing literature and our own research. The People-Game-Play model identifies player characteristics, game features and the experience of play as key determinants of the impact of videogame play on wellbeing. We propose research exploring the relationships within and between each of these key factors is needed and identify some examples of future research in this space.

Formato

application/pdf

Identificador

http://eprints.qut.edu.au/63601/

Relação

http://eprints.qut.edu.au/63601/1/PGP_paper_SUBMISSION.pdf

Johnson, Daniel, Wyeth, Peta, & Sweetser, Penelope (2013) The People-Game-Play model for understanding videogames’ impact on wellbeing. In 5th International IEEE Games Innovation Conference (IGIC 2013), 23-25 September 2013, Vancouver, British Columbia, Canada.

Direitos

Copyright 2013 Please consult the authors

Fonte

School of Electrical Engineering & Computer Science; Science & Engineering Faculty

Palavras-Chave #videogames #wellbeing #personality #presence #flow #immersion #obsessive and harmonious passion
Tipo

Conference Paper