• 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