DocumentCode
2165651
Title
The People-Game-Play model for understanding videogames´ impact on wellbeing
Author
Johnson, D. ; Wyeth, Peta ; Sweetser, Penelope
Author_Institution
Comput.-Human Interaction, Electr. Eng. & Comput. Sci., Queensland Univ. of Technol., Brisbane, QLD, Australia
fYear
2013
fDate
23-25 Sept. 2013
Firstpage
85
Lastpage
88
Abstract
Given the increasing popularity of videogames, understanding when, how and for whom they have a positive or negative impact on wellbeing is critical. We propose a model for exploring these questions based on existing literature and our own research. The People-Game-Play model identifies player characteristics, game features and the experience of play as key determinants of the impact of videogame play on wellbeing. We propose research exploring the relationships within and between each of these key factors is needed and identify some examples of future research in this space.
Keywords
computer games; psychology; game features; game play experience; negative wellbeing impact; people-game-play model; player characteristics; positive wellbeing impact; videogame play impact; Australia; Computational modeling; Educational institutions; Games; Mood; Stability analysis; flow; immersion; obsessive and harmonious passion; personality; presence; videogames; wellbeing;
fLanguage
English
Publisher
ieee
Conference_Titel
Games Innovation Conference (IGIC), 2013 IEEE International
Conference_Location
Vancouver, BC
ISSN
2166-6741
Print_ISBN
978-1-4799-1244-5
Type
conf
DOI
10.1109/IGIC.2013.6659143
Filename
6659143
Link To Document