ORCID Profile
0000-0001-8783-7783
Current Organisations
Utrecht University
,
Universität Ulm
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Publisher: Mary Ann Liebert Inc
Date: 05-2022
Abstract: Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness. This may lead them to develop a passion for the activity, which can be harmonious or obsessive. These different types of passions are associated with different well-being outcomes: harmonious passion (HP) is associated with positive effects such as Satisfaction with Life (SWL), obsessive passion (OP) is associated with adverse effects such as psychological distress. Although time spent playing video games has sometimes been found to be a predictor of poor well-being, there is a lack of understanding in its role in explaining the relationship between passion and well-being compared with other factors. Self-regulation is an important factor in predicting habits, including video game play. In this cross-sectional study (
Publisher: Association for Computing Machinery (ACM)
Date: 29-09-2023
DOI: 10.1145/3611037
Publisher: Elsevier BV
Date: 05-2023
Publisher: Frontiers Media SA
Date: 15-09-2020
Publisher: ACM
Date: 06-10-2023
Publisher: Association for Computing Machinery (ACM)
Date: 05-10-2021
DOI: 10.1145/3474682
Abstract: While evidence supports that some commercial off-the-shelf video games may promote mental wellbeing, it is an extensive time investment to experimentally identify games that benefit players. The time delay between commercial games research and commercial game development can render such research out-of-date. In this work, we explore player-written game reviews as a way to expeditiously identifying games with potential benefits for mental wellbeing. Through a content analysis of review data, we found that players publicly disclose experiences consistent with self-care. Our analysis generated categories related to coping and recovery, emotional regulation, social connectedness, and obsessive play. Through this process, we identified several games as strong candidates for further research. Our work contributes to an emerging research agenda of commercial video games as therapy (VGTx), by providing a technique for rapidly identifying games with therapeutic potential. Further, we demonstrate that Steam user reviews are a valuable source of affective player experience data-a contribution with broad implications for player experience research.
No related grants have been discovered for Julian Frommel.