The DOI matches its Crossref record; 54 of the 54 references it cites were found in a registry or an index.
Gaming well: links between videogames and flourishing mental health
Open accessAbstract
This paper is a review of the state of play of research linking videogaming and flourishing, and explores the role of videogames and technology to improve mental health and well-being. Its purpose is to develop understandings about the positive intersection of gaming and well-being, to document evidence regarding links between videogames and positive mental health, and to provide guidelines for use by other researchers as they design and use tools and games to improve mental health and well-being. Using Huppert's (Huppert and So, 2013) proposition that to flourish is more than the absence of mental disorder but rather a combination of feeling good and functioning effectively, resulting in high levels of mental well-being, and Seligman's (Seligman, 2011) PERMA theory of well-being, the paper identifies strengths in existing games that generate positive affect, positive functioning, and positive social functioning, contributing to, and supporting mental health and well-being.
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Cites
Ryan, R. M., & Deci, E. L. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.68 · Cited by 54,599
Flow: the psychology of optimal experience
(1990) · Choice Reviews Online · doi:10.5860/choice.28-0597 · Cited by 12,637
Flourish: A Visionary New Understanding of Happiness and Well-Being
(2011) · Choice Reviews Online · doi:10.5860/choice.48-7217 · Cited by 5,543 · cited 9×
“Using Seligman’s PERMA positive psychology model we have reviewed research linking videogames and flourishing mental well-being.”
BackgroundInfluentialThe mental health continuum: from languishing to flourishing in life.
Keyes, C. L. M. (2002) · Journal of Health and Social Behavior · doi:10.2307/3090197 · Cited by 5,133 · cited 4×
“In fact many of the boys describe using violent videogames to manage their emotions and to deal with anger, frustration, and stress (Keyes, 2002; Kutner and Olson, 2008).”
BackgroundInfluentialFinding flow: the psychology of engagement with everyday life
(1997) · Choice Reviews Online · doi:10.5860/choice.35-1828 · Cited by 3,522
The motivational pull of video games: a self-determination theory approach
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006) · Motivation and Emotion · doi:10.1007/s11031-006-9051-8 · Cited by 3,332
Reality is Broken Why Games Make Us Better and How They Can Change the World
(2012) · Choice Reviews Online · doi:10.5860/choice.49-6095 · Cited by 2,933
Origins and functions of positive and negative affect: A control-process view.
Carver, C. S., & Scheier, M. F. (1990) · Psychological Review · doi:10.1037/0033-295x.97.1.19 · Cited by 2,726
A wandering mind is an unhappy mind
Killingsworth, M. A., & Gilbert, D. T. (2010) · Science · doi:10.1126/science.1192439 · Cited by 2,575
Motivations for Play in Online Games
Yee, N. (2006) · CyberPsychology & Behavior · doi:10.1089/cpb.2006.9.772 · Cited by 2,173
Cited by
When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being
Halbrook, Y. J., O’Donnell, A. T., & Msetfi, R. M. (2019) · Perspectives on Psychological Science · doi:10.1177/1745691619863807 · Cited by 263
“Here, we use the term video game to refer to an electronic or digital game that can be played across a wide variety of platforms, including personal computers; handheld devices such as mobile phones, tablets, or the Nintendo 3DS; as well as game consoles such as an Xbox, that are used with a television ( Jones et al.,…”
BackgroundMethodA Review of Interactive Technologies as Support Tools for the Cultivation of Mindfulness
Sliwinski, J., Katsikitis, M., & Jones, C. M. (2017) · Mindfulness · doi:10.1007/s12671-017-0698-x · Cited by 86
Self-citationStavropoulos, V., Motti-Stefanidi, F., & Griffiths, M. D. (2022) · European Psychologist · doi:10.1027/1016-9040/a000451 · Cited by 73
Cheng, V. W. S., Davenport, T. A., Johnson, D., Vella, K., Mitchell, J., & Hickie, I. B. (2018) · JMIR Mental Health · doi:10.2196/11068 · Cited by 62
“Furthermore, the inherent design characteristics of video games have been shown to be complementary to subjective well-being concepts, for example, the Seligman positive emotions, engagement, relationships, meaning, and achievement (PERMA) model [20,21].”
BackgroundFlow on the Internet: a longitudinal study of Internet addiction symptoms during adolescence
Stavropoulos, V., Griffiths, M. D., Burleigh, T. L., Kuss, D. J., Doh, Y. Y., & Gomez, R. (2018) · Behaviour & Information Technology · doi:10.1080/0144929x.2018.1424937 · Cited by 58
Metadata
- Authors
- Jones, C. M., Scholes, L., Johnson, D., Katsikitis, M., & Carras, M. C.
- Venue
- Frontiers in Psychology
- Publisher
- Frontiers Media SA
- Published
- 2014-03-31
- Volume
- 5
- Pages
- 260-260
- ISSN
- 1664-1078 (ISSN-L)
- OpenAlex
- W2097457534
- Cited by
- 287
- References
- 54
- FWCI
- 14.55
- Type
- journal article
- Language
- en
- Open access
- gold
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- The paper
- Jones, C. M., Scholes, L., Johnson, D., Katsikitis, M., & Carras, M. C. (2014). Gaming well: links between videogames and flourishing mental health. Frontiers in Psychology. https://doi.org/10.3389/fpsyg.2014.00260
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.