Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems 2020
DOI: 10.1145/3313831.3376332
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Restorative Play: Videogames Improve Player Wellbeing After a Need-Frustrating Event

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Cited by 28 publications
(23 citation statements)
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“…Under the header "need density hypothesis" [55], several researchers have posited that well-designed video games deliver need satisfaction with a higher density and reliability than everyday life, inviting their compensatory use in need-thwarting life situations. There is some evidence that games can replenish thwarted needs after a short play session [70]. Other studies suggest however that compensatory gaming can have adverse efects like obsessive use [1].…”
Section: Background 21 Gaming Well-being and Self-determination Theorymentioning
confidence: 99%
“…Under the header "need density hypothesis" [55], several researchers have posited that well-designed video games deliver need satisfaction with a higher density and reliability than everyday life, inviting their compensatory use in need-thwarting life situations. There is some evidence that games can replenish thwarted needs after a short play session [70]. Other studies suggest however that compensatory gaming can have adverse efects like obsessive use [1].…”
Section: Background 21 Gaming Well-being and Self-determination Theorymentioning
confidence: 99%
“…Other considerations [171,172] differentiate need satisfaction as a motive for behaviour (i.e., pursuing an activity in the hopes of having one's needs for autonomy, competence, and relatedness satisfied) versus an experiential requirement (i.e., experiencing the feeling of autonomy, competence, and relatedness with valued others). In the context of videogame play, need satisfaction has repeatedly been found to predict game enjoyment [135,166] and playing persistence [129], with fewer studies having investigated experiences of need frustration [3,143,184].…”
Section: Need Satisfactionmentioning
confidence: 99%
“…While need satisfaction has become a staple of research on videogame play and wellbeing [e.g., 15,22], more recent work indicates that need frustration more effectively predicts negative psychosocial outcomes, such as stress or burnout, relative to need satisfaction [7]. Relations between need frustration and ill-being have also been observed with respect to videogames: indeed, experimental research suggests that play can improve psychosocial outcomes through increased need satisfaction and attenuated need frustration in parallel [20]. [12], alongside more widely-used measures (e.g., positive affect) [11,14,20].…”
Section: Contentmentioning
confidence: 99%
“…Relations between need frustration and ill-being have also been observed with respect to videogames: indeed, experimental research suggests that play can improve psychosocial outcomes through increased need satisfaction and attenuated need frustration in parallel [20]. [12], alongside more widely-used measures (e.g., positive affect) [11,14,20]. Vitality's utility to HCI games scholarship is likely greater than its presently sporadic use would suggest.…”
Section: Contentmentioning
confidence: 99%