2022
DOI: 10.1016/j.ijcci.2022.100513
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Gamer rage—Children’s perspective on issues impacting losing one’s temper while playing digital games

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Cited by 7 publications
(6 citation statements)
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“…Intense positive and negative emotional reactions will often occur during competitive games, and for many players they are a key part of gaming's appeal (e.g., Meriläinen & Ruotsalainen, 2023). These reactions can sometimes manifest as aggressive cognitions and conduct (Kahila et al, 2022;Moreau et al, 2023) which, assuming that they are expressed in a manner that is not hurtful to others or oneself, are not particularly problematic and can sometimes be argued to be morally justified and even empowering, such as when pushing back against discrimination. Both emotional reactions and aggressive conduct are distinct from intentionally malicious behaviour, although they might often appear together.…”
Section: Discussionmentioning
confidence: 99%
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“…Intense positive and negative emotional reactions will often occur during competitive games, and for many players they are a key part of gaming's appeal (e.g., Meriläinen & Ruotsalainen, 2023). These reactions can sometimes manifest as aggressive cognitions and conduct (Kahila et al, 2022;Moreau et al, 2023) which, assuming that they are expressed in a manner that is not hurtful to others or oneself, are not particularly problematic and can sometimes be argued to be morally justified and even empowering, such as when pushing back against discrimination. Both emotional reactions and aggressive conduct are distinct from intentionally malicious behaviour, although they might often appear together.…”
Section: Discussionmentioning
confidence: 99%
“…As the quotes below demonstrate, emotional outbursts could be a cause for regret, whether for crossing personal lines (Kirsti) or for spilling out of the game (Petja). Petja's story is also a reminder of how, with the player serving as a conduit and simultaneously occupying a space in both the digital and the physical world, games can reach beyond their immediate digital environment (see also Kahila et al, 2022). A common factor in both examples is that the interviewee acts before conscious thought, and immediately regrets it.…”
Section: Games As Affective Spacesmentioning
confidence: 99%
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