Cited by 74Digital Games and MediaEducational Games and GamificationImpact of Technology on Adolescents

Social video gaming and well-being

Bowman, Nicholas David, Rieger, Diana, Tammy Lin, Jih-Hsuan·2022·Current Opinion in Psychology

Abstract

Despite stereotypes of video games as isolating technologies, video gaming can be a highly social activity that contributes to well-being. Advances in computing technology and greater social acceptance of video gaming have led to overall increases in gameplay in social scenarios. Our review focuses on three areas of research relevant to understanding social gaming and well-being: social play in video games (both past and present social play, and forms of tandem play), social gaming and psychological recovery (both short-term recovery and long-term resilience), and the use of emerging technologies to connect via gaming (such as game streaming and augmented/virtual reality). Throughout the article, we also highlight deficiencies in extant research and offer suggestions for how social scholarship on video games can move forward with well-being in mind. While existing research generally demonstrates the social dynamics of gaming and demonstrates the role of games for well-being, a robust and directed merging of these two complimentary lines of research is currently lacking.

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Crossref · 10.1016/j.copsyc.2022.101316

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References 64 · Cited by 74

Authors
Bowman, N. D., Rieger, D., & Tammy Lin, J.-H.
Affiliations
  • Texas Tech University (US)
  • Ludwig-Maximilians-Universität München (DE)
Corresponding author
Bowman, Nicholas David
Venue
Current Opinion in Psychology
Publisher
Elsevier BV
Published
2022-06
Volume
45
Pages
101316
ISSN
2352-250X (ISSN-L)
OpenAlex
W4214595594
Cited by
74
References
64
Citations by year
2026: 14 · 2025: 23 · 2024: 12 · 2023: 17 · 2022: 7 · 2021: 1
FWCI
2.49
Type
journal article
Language
en
Open access
closed
Locations
  • Current Opinion in Psychology (publishedVersion)
  • PubMed (publishedVersion)
Funders
Ministry of Science and Technology, Taiwan (109-2423-H-004-004-SS4)
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
well-being, social play, psychological recovery, resilience, game streaming, augmented reality, virtual reality, social isolation
MeSH terms
Virtual Reality, Humans, Video Games

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