Games and Gaming

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    The Effects of Game Players’ Social Intelligence on Social Support and Psychosocial Problem Factors in a 2-Wave Longitudinal Study
    ( 2018-01-03) Lee, Hye Rim ; Jeong, Eui Jun ; Lee, Sung Je
    Although digital gaming may be considered a social medium, no prior study has investigated how young players’ social intelligence affects their psychosocial problems (aggression, depression, loneliness, and stress) and social functioning (relationships with parents and peers). The primary aim of this study was to investigate the relations between social intelligence and psychosocial outcomes. Using data from 1364 online game players in Korea, we conducted a 2-wave longitudinal study at 6-month intervals for tracking the same person. The findings indicated that level of social intelligence was negatively related with all measures of adverse emotions and positively related with relationships with parents and peers over time. The findings and implications are discussed.
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    Impact of Playing Pokémon Go on Wellness
    ( 2018-01-03) Nikou, Shahrokh ; Tarvoll, Julian ; Öörni, Anssi
    The positive and negative effects of playing video games have been actively discussed for as long as the games have existed. Until recently, game playing has been accused of having mostly negative effects on one’s wellbeing, especially on health. However, the tone of the discussion has recently started to change. For example, healthcare professionals have praised Pokémon Go game for its positive impact on physical activity. The research, though, has largely focused on small subsets of wellness dimensions. The aim of this study is to find out if playing Pokémon Go can positively affect the player’s wellness. We propose a conceptual model to assess the link between playing Pokémon Go and the theorized dimensions of wellness utilizing a dataset containing 370 active players. Contrary to the widely held expectations, our analysis does not indicate significant relationship between playing Pokémon Go and some of the wellness dimensions, such as social or physical wellness. However, we find that playing Pokémon Go positively influences the player’s overall wellness through the dimension of emotional wellness.
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    The Relationship Between Player’s Gaming Orientation and Avatar’s Capital: a Study in Final Fantasy XIV
    ( 2018-01-03) Korkeila, Henry ; Hamari, Juho
    This study investigates the relationship between player’s gaming orientation (dimensions of achievement, immersion and social orientation) and avatar’s capital (social, economic, cultural and symbolic). The data was gathered through an online survey (n=905) amidst players of a MMORPG, Final Fantasy XIV. The results show that avatar’s cultural capital is predicted by immersion orientation (customization, discovery, and role-playing), achievement orientation (mechanics) and social orientation (relationship and socializing). Economic capital is predicted by achievement orientation (advancement, competition, and mechanics) and social orientation (relationship and teamwork). Social capital was predicted by social orientation (relationship, socializing and teamwork) and immersion-orientation (escapism and customization). Symbolic capital was predicted by achievement orientation (advancement, competition, mechanics) and social orientation (relationship and teamwork).
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    Finding sociality in single player games: A case study of tandem play amongst friends and couples
    ( 2018-01-03) Consalvo, Mia ; Begy, Jason ; Browne, Pierson ; Ganzon, Sarah ; Scully-Blaker, Rainforest ; Waldie, Rebecca
    Researchers have found that games are sites for rich forms of sociality. However, there has been comparatively less research on sociality facilitated by co-located gameplay focused on single-player games, here termed tandem play. This exploratory case study investigated how known player pairs engaged in turn taking and decision-making behaviors while playing a single-player game together, and also how a narrative-driven video game played over multiple sessions impacted their experience. Initial findings suggest that turn taking was an explicitly negotiated choice, and that decision making power did not necessarily rely on who was holding the controller - player pairs developed their own systems for how they made choices. The narrative and well-known franchise on which the game was based gave pairs a strong base from which to work, building themed playthroughs and systemic approaches for how to treat various characters and situations in game. This research provides further evidence that being social in and around games can be accomplished no matter whether the chosen game is a single or a multiplayer title, and in virtual or physical space.
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    Videogame Walkthroughs in Educational Settings: Challenges, Successes, and Suggestions for Future Use
    ( 2018-01-03) Bergstrom, Kelly ; Jenson, Jennifer ; Flynn-Jones, Emily ; Hebert, Cristyne
    In this paper we describe the use of videogame walkthroughs implemented in three different educational contexts: 1) an informal learning environment where 11-12 year-olds used text and video walkthroughs to supplement their Legend of Zelda: Wind Waker play during an optional, lunch-time video game club in their school library; 2) a formal learning environment where grade six (11-12 year-old) students used a written walkthrough for Lost Winds 2: Winter of the Melodias played as part of their Language Arts classroom; and 3) the use of a written walkthroughs by Grade 7 and 8 teachers as part of their preparations to teach a game-based learning unit in their Geography classrooms. Taken together, we argue that while walkthroughs can be useful pedagogical tools when using videogames in classroom settings, the social and cultural contexts in which they are introduced must be carefully considered in order for their effectiveness to be fully realized.