2014
DOI: 10.3389/fpsyg.2014.00260
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Gaming well: links between videogames and flourishing mental health

Abstract: This paper is a review of the state of play of research linking videogaming and flourishing, and explores the role of videogames and technology to improve mental health and well-being. Its purpose is to develop understandings about the positive intersection of gaming and well-being, to document evidence regarding links between videogames and positive mental health, and to provide guidelines for use by other researchers as they design and use tools and games to improve mental health and well-being. Using Hupper… Show more

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Cited by 209 publications
(156 citation statements)
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“…This interpretation is in line with studies suggesting that playing MMORPGs may enhance the level of bonding and social interactions (Skoric & Kwan, 2011) by providing an additional communication frame (Jones et al, 2014), and players often extend friendships made in-game to real life relationships outside of the game (Cole & Griffiths, 2007;Williams et al, 2006). Additionally, adolescents in classrooms with higher percentages of MMORPG gamers may play to be more socially integrated and not to achieve gratification in an addictive way.…”
Section: Percentage Of Mmorpgs Gamers In the Classroomsupporting
confidence: 74%
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“…This interpretation is in line with studies suggesting that playing MMORPGs may enhance the level of bonding and social interactions (Skoric & Kwan, 2011) by providing an additional communication frame (Jones et al, 2014), and players often extend friendships made in-game to real life relationships outside of the game (Cole & Griffiths, 2007;Williams et al, 2006). Additionally, adolescents in classrooms with higher percentages of MMORPG gamers may play to be more socially integrated and not to achieve gratification in an addictive way.…”
Section: Percentage Of Mmorpgs Gamers In the Classroomsupporting
confidence: 74%
“…Despite the theoretically acknowledged contribution of contextual factors for IA (Douglas et al, 2008), the importance of the classroom environment in adolescent development (Ryan & Patrick, 2001) and the likely positive effects of gaming in groups (Jones et al, 2014), there has been no previous relevant study assessing this link, and therefore this requires careful interpretation. Although gaming is not permitted in the classroom, peers with a common interest of playing MMORPGs may be less isolated compared to gamers in classrooms with less MMORPG gamers because it is something they talk about and/or play together outside of the classroom.…”
Section: Percentage Of Mmorpgs Gamers In the Classroommentioning
confidence: 99%
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