Playing alone, playing with others: Differences in player experience and indicators of wellbeing
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2015
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Resumo |
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 experience greater wellbeing when experiencing in-game autonomy. Social players experience greater wellbeing when playing with strangers, and when experiencing in-game bridging social capital. All players experienced increased wellbeing with age and decreased wellbeing with greater amounts of play. |
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application/pdf |
Identificador | |
Publicador |
ACM (The Association for Computing Machinery) |
Relação |
http://eprints.qut.edu.au/91607/1/Vella_CHIPlay.pdf DOI:10.1145/2793107.2793118 Vella, Kellie, Johnson, Daniel, & Hides, Leanne (2015) Playing alone, playing with others: Differences in player experience and indicators of wellbeing. In CHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, ACM (The Association for Computing Machinery), London, United Kingdom, pp. 3-12. |
Direitos |
Copyright 2015 The Association for Computing Machinery Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from Permissions@acm.org. CHI PLAY 2015, October 03 - 07, 2015, London, United Kingdom © 2015 ACM. ISBN 978-1-4503-3466-2/15/10…$15.00 |
Fonte |
School of Electrical Engineering & Computer Science; Faculty of Health; Institute of Health and Biomedical Innovation; Science & Engineering Faculty; School of Psychology & Counselling |
Palavras-Chave | #080602 Computer-Human Interaction #170113 Social and Community Psychology #190202 Computer Gaming and Animation #social interaction #video games #self-determination theory #psychology #social capital #wellbeing #player experience |
Tipo |
Conference Paper |