Playing Alone, Playing With Others: Differences in Player Experience and Indicators of Wellbeing
Kellie Vella, Daniel Johnson, Leanne Hides,
3 okt 2015
Aim
Problems
Advantages
Disadvantages
Limitations
Methods
to understand the factors impacting on player wellbeing for both social and solidarity players
to understand how social modes of player differ
to understand the differences between social and solidarity video game
the common perception of the social isolation of solitary gamers paired with concerns regarding the impact of games on mental health
game play becomes a site of complex social interactions with the potential to strengthen and reinforce relationship, and positively influence sense of self.
Social players experience greater wellbeing when playing with strangers, and when experiencing in-game bridging social capital.
All players experienced increased wellbeing with age.
People who play games on their
own experience greater wellbeing when experiencing in game autonomy.
different type of social play are associated with differences in relatedness and social capital experienced.
social and solidarity players differ in terms of degree of autonomy, presence, relateness experienced
All players experience decreased wellbeing with greater amounts of play.
expanding on mode of play to include the great diversity of experiences available to social player
exploring the experiences of solidarity player in greater depth.
impacts of traits or unmeasured motivations should be employed when exploring the link between video game play and wellbeing. (e.g measures of resilience and personality)
Psychological need satisfaction.
Amount of play - the total number of hour they had spent playing game
300 to 500 participants to complete an online survey with reference to their favourite game.
Social Capital - use Internet Social Capital Scale (ISCS)
validated measure on 5-point scale from ‘strongly disagree’ to ‘strongly agree'
measure bridging, bonding consists both online and offline, e.g. ‘Playing [target game name], I come into contact with new people all the time.’
Wellbeing - use Mental Health Continuum Short Form (MHC-SF)
measure of emotional, social and psychological wellbeing. e.g. “satisfied with life”.
measured on a 6-point “Never” to “Every day”
use Player Experience of Need Staticfication Scale (PENS) validated measure of autonomy, competence, relatedness, presence, intuitive controls. e.g. “I feel very capable and effective when playing”
measure on 7-point scale “Do not agree” to “Strongly agree” (21 items)