2019
DOI: 10.1016/j.chb.2019.03.008
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Video games as a recovery intervention for ostracism

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Cited by 14 publications
(10 citation statements)
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References 41 publications
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“…Los videojuegos son una opción lúdica ampliamente extendida en la cohorte adolescente (Gómez-Gonzalvo et al, 2020) y pueden ser un elemento tanto positivo como negativo (Hodge et al, 2019). El uso de videojuegos se ha relacionado positivamente con la autoestima (Ledo et al, 2015;Tamplin-Wilson et Los hallazgos muestran una preferencia mayoritaria por parte del género masculino sobre el femenino en la dedicación de su tiempo de ocio a los videojuegos. Un mayor porcentaje de chicos informa llevar jugando a videojuegos entre cuatro y más de nueve años, mientras que la mayoría de las chicas indica llevar entre cero y tres años jugando.…”
Section: Discussionunclassified
“…Los videojuegos son una opción lúdica ampliamente extendida en la cohorte adolescente (Gómez-Gonzalvo et al, 2020) y pueden ser un elemento tanto positivo como negativo (Hodge et al, 2019). El uso de videojuegos se ha relacionado positivamente con la autoestima (Ledo et al, 2015;Tamplin-Wilson et Los hallazgos muestran una preferencia mayoritaria por parte del género masculino sobre el femenino en la dedicación de su tiempo de ocio a los videojuegos. Un mayor porcentaje de chicos informa llevar jugando a videojuegos entre cuatro y más de nueve años, mientras que la mayoría de las chicas indica llevar entre cero y tres años jugando.…”
Section: Discussionunclassified
“…This is most evident in MMORPGs where players interact with each other to achieve their game goals (Ryan et al, 2006). Other recent research (Rogers, 2017; Tamplin‐Wilson et al, 2019) corroborates that optimal game experience is derived from satisfying these basic psychological needs. Indeed, Rogers (2017) claims that games with flexible rules lead to feelings of competence, whereas games with social elements lead to feelings of relatedness.…”
Section: Conceptual Backgroundmentioning
confidence: 73%
“…Indeed, Rogers (2017) claims that games with flexible rules lead to feelings of competence, whereas games with social elements lead to feelings of relatedness. In a similar vein, Tamplin-Wilson et al (2019) suggest that playing games are an effective way to recover from ostracism, while Castillo (2019) posits that playing MMORPGs leads to feelings of social support and tolerance.…”
Section: Hedonic Versus Eudaimonic Game Experiencementioning
confidence: 99%
“…They found beneficial effects not only for need satisfaction but also for mood. Other research indicates that playing video games following ostracism assists in the recovery of need satisfaction and affect (Tamplin-Wilson et al, 2019). As researchers found no difference in recovery due to the type of game (prosocial, self-esteem enhancing, or control), distraction is a likely mechanism.…”
Section: Temp or Al Need Thre At Model Of Os Tr Aci S Mmentioning
confidence: 91%
“…Other interventions that found improvement in both needsatisfaction and affect, such as prayer, self-affirmation, and video games (Hales, Kassner, et al, 2016;Tamplin-Wilson et al, 2019), could also be considered attentional deployment strategies (Gross, 2015), in that they redirect the attention away from the negative affect elicited by ostracism. Conversely, sending or simply writing confrontational messages involves further attention to the negative situation, which may prolong the experience of negative emotions (also see Bushman, 2002).…”
Section: Implications For Affective Responsesmentioning
confidence: 99%