2015
DOI: 10.1016/j.chb.2015.06.036
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When the ball stops, the fun stops too: The impact of social inclusion on video game enjoyment

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Cited by 23 publications
(10 citation statements)
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“…Sociality also is an important dimension in gaming overall given that playing solo versus playing together with others holds crucial implications for the motivation for playing (cf. Velez, 2015; Yee, 2006) as well as the actual playing experience and its outcomes (Bowman, Kowert, & Cohen, 2015). As discussed by Elson, Breuer, Ivory, and Quandt (2014), social experiences with video games provide a unique source of meaning: “two friends playing a game together that they often played together as children might provide an entertainment experience that differed in its meaningfulness compared to other games played at other times with other friends” (p. 535).…”
Section: Video Games As Targets For Nostalgiamentioning
confidence: 99%
“…Sociality also is an important dimension in gaming overall given that playing solo versus playing together with others holds crucial implications for the motivation for playing (cf. Velez, 2015; Yee, 2006) as well as the actual playing experience and its outcomes (Bowman, Kowert, & Cohen, 2015). As discussed by Elson, Breuer, Ivory, and Quandt (2014), social experiences with video games provide a unique source of meaning: “two friends playing a game together that they often played together as children might provide an entertainment experience that differed in its meaningfulness compared to other games played at other times with other friends” (p. 535).…”
Section: Video Games As Targets For Nostalgiamentioning
confidence: 99%
“…Despite these findings, the majority of research still overlooks the importance of the social context in which games are played (Bowman, Kowert, & Cohen, 2015). Barring some recent exceptions (De Grove, 2014;Eklund & Roman, 2017;Verheijen, Burk, Stoltz, van den Berg, & Cillessen, 2018), gaming effects are often isolated at the level of the individual.…”
Section: Introductionmentioning
confidence: 99%
“…. found no differences in enjoyment of playing a video game after being ostracized or not (Bowman et al, 2015). From a theoretical perspective, however, the TEBOTS model explicitly includes social threats and assumes that in time of social threats, people will use narratives more often (Slater et al, 2014, H3;Ewoldsen, 2021).…”
Section: Self-threats and Media Coping Media Use And Ostracismmentioning
confidence: 99%