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Social gaming: A systematic review
Open accessAbstract
Digital games often constitute a shared activity where people can spend time together, communicate and socialize. Several commercial titles place social interaction at the center of their design. Prior works have investigated the social outcomes of gaming, and factors that impact the experience. Yet, we lack a comprehensive understanding of how social gaming has been approached and explored before. In this work, we present a systematic review covering 263 publications, gathered in February 2021, that study gaming experiences involving more than one person, with a focus on the social element that emerges among partakers (players and/or spectators). We contribute with a systematized understanding of (1) how the topic is being defined and approached, (2) what facets (mainly in terms of outcomes and determinants of the experience) are being acknowledged and (3) the methodologies leveraged to examine these. Our analysis, based on mixed deductive and inductive coding, reveals relevant gaps and tendencies, including (1) the emphasis in novel technologies and unconventional games, (2) the apparent negligence of player diversity, and (3) lower ecological validity associated with totally mediated evaluations and a lack of established constructs to assess social outcomes.
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“Additionally, a systematic review of 263 studies found that multiplayer gaming settings may help foster friendships and a sense of belonging through shared communication and tasks [23].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [23]
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SPLASH: Perspectives on Mobile Socializing, Playing and Content Sharing
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The social context of video game play: Challenges and strategies
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A Contextual Account of the Psychosocial Impacts of Social Identity in a Sample of Digital GamersPreprint
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Building a bi-directional bridge between social presence and interaction in online games
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MagMobile: Enhancing Social Interactions with Rapid View-Stitching Games of Mobile Devices
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Flagged first, then by citations
11 of the 382 references couldn’t be matched to a known paper.
Research works printed but not linked: 1
- Yamagishi, 1999, Bounded generalized reciprocity: Ingroup boasting and ingroup favoritism, Advances in Group Processes, 16, 161
Cited by
Sorted by citations
Online communities as a risk factor for gambling and gaming problems: A five-wave longitudinal study
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Adolescent social gaming as a form of social media: A call for developmental science
Maheux, A. J., Garrett, S. L., Fox, K. A., Field, N. H., Burnell, K., Telzer, E. H., & Prinstein, M. J. (2024) · Child Development Perspectives · doi:10.1111/cdep.12518 · Cited by 27
Understanding Children's Avatar Making in Social Online Games
Fu, Y., Schwamm, S., Baughan, A., Powell, N., Kronberg, Z., Owens, A., Izenman, E., Alsabeh, D., Hunt, E., Rich, M., et al. (2025) · International Conference on Human Factors in Computing Systems · doi:10.1145/3706598.3713262 · Cited by 10
Hartanto, A., & Kasturiratna, K. T. A. S. (2024) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2024.100535 · Cited by 22
Social Media, Mobile Payment, and Mobile Gaming for Intentional and Behavioral Recommendations
Liao, S.-H., Widowati, R., & Tang, W. (2024) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2024.2325178 · Cited by 14
Metadata
- Authors
- Gonçalves, D., Pais, P., Gerling, K., Guerreiro, T., & Rodrigues, A.
- Affiliations
- University of Lisbon (PT)
- Karlsruhe Institute of Technology (DE)
- Corresponding author
- Gonçalves, David
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2023-10
- Volume
- 147
- Pages
- 107851
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W4381384711
- Cited by
- 72
- References
- 382
- Citations by year
- 2026: 25 · 2025: 29 · 2024: 17 · 2023: 1
- FWCI
- 3.61
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Licence
- Locations
- Computers in Human Behavior (publishedVersion, cc-by)
- Repository KITopen (Karlsruhe Institute of Technology) (submittedVersion, cc-by)
- KITopen (cc-by)
- Funders
- Fundação para a Ciência e a Tecnologia (UI/BD/151178/2021, UIDP/00408/2020, CMU/TIC/0026/2021, UIDB/00408/2020, 2022.12448, 2022.08895)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Keywords
- social gaming, multiplayer games, social interaction in games, spectators, social outcomes, game design, ecological validity, research gaps
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
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