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Understanding the role of social contexts and experiences in digital gaming. Dr Linda K Kaye 20 th November 2013 @ LindaKKaye @ EdgeHill_Psych. MOTIVATIONS. EXPERIENCES. OUTCOMES. Mood. Immersion. Flow. Achievement. Psychological well-being. Social.

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understanding the role of social contexts and experiences in digital gaming

Understanding the role of social contexts and experiences in digital gaming

Dr Linda K Kaye

20th November 2013

@LindaKKaye

@EdgeHill_Psych

slide3

MOTIVATIONS

EXPERIENCES

OUTCOMES

Mood

Immersion

Flow

Achievement

Psychological well-being

Social

Kaye, L. K., Bryce, J., & Pollard, P. (under review). Motivations, experiences and outcomes of playing videogames.

Manuscript submitted to International Journal of Human-Computer Interaction

slide4

Videogame Play

(40 minutes)

Mood

Mood

Flow

Activation

Activation

Kaye, L. K. & Bryce, J. (under review). Digital games and their influence in promoting flow and positive mood.

Manuscript submitted to Media Psychology

slide5

Kaye, L. K. & Bryce, J. (2012). Putting the “fun factor” into gaming: The influence of social contexts on experiences of

playing videogames. International Journal of Internet Science, 7 (1), 23-37

slide6

EXPERIENCE

Solo gaming experience

Flow

CONTEXT

Online

Offline

Social gaming experience

Mood

TYPE OF PLAY

Cooperative

Competitive

Kaye, L. K. & Bryce, J. (in press). Go with the flow: The experience and affective outcomes of solo versus social gameplay.

Journal of Gaming and Virtual Worlds

slide7

Online

Offline

Solo

Online

Kaye, L. K. (under review). Contextual factors on the affective outcomes of digital games. Manuscript submitted to

Computers in Human Behavior

slide8

IN VIVO VS RETROSPECTIVE

CONTEXT

Solo

Flow

Online

Mood

Offline

Outcome expectations

Dr Linda K Kaye, Dr Rebecca Monk and Dr Helen Wall: The impact of social contexts on the emotional experiences of playing digital games.

slide9

Kaye, L. K. (in prep).Social identity as a predictor of self-esteem and psychological well-being in a sample of digital gamers.

  • Kaye, L. K. (in press). Football Manager as a persuasive game for social identity formation.In D. Ruggiero (Ed.), Cases on Societal Effects of Persuasive Games. IGI Global
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