Online social gaming may provide key to understanding influence of online friends

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2010 ◽  
Author(s):  
Peter Taber ◽  
Ben McMahan ◽  
Dana Osborne
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Author(s):  
Lazar Trsic ◽  
Nikola Veljkovic ◽  
Marija Punt ◽  
Milan Bjelica ◽  
Mladen Predojevic
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2018 ◽  
Author(s):  
Linda Katherine Kaye ◽  
Jo Bryce

This study examined differences in flow experiences and post-gameplay Positive and Negative Mood between solo and social digital gaming. This was achieved by obtaining gamers’ (N = 302) retrospective ratings of the experience of flow and post-gameplay mood based on recent solo and social gaming experiences, through the use of an online questionnaire. Positive mood was found to be significantly higher following social compared with solo gameplay, suggesting that playing games with others enhances enjoyment of the activity. Different levels of flow in gameplay were also found to be related to positive mood following both solo and social gameplay. There were no observed differences in experiences of flow and post-gameplay mood between online and offline, or competitive and cooperative gaming contexts. The findings suggest that “group flow” may be a useful concept in understanding the dynamics of social gaming as this has not been sufficiently examined in the current videogame literature.


2021 ◽  
pp. 139-153
Author(s):  
Aakash Johry ◽  
Günter Wallner ◽  
Regina Bernhaupt
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Author(s):  
Magdalena Kachniewska

The goal of this chapter is to present the application of gamification mechanism and social media tools in the promotion of tourism regions and enterprises as well as the promotion of tourism activity itself. The framework distinguishes between stimulus characteristics of the game (promotion mechanism) that lead to sociological responses toward the game (tourism brand) and actual buyers' (tourists') behaviour. Though the game-like mechanism has been applied in tourism for decades and some funware elements are well known among teens – they hardly deal with competition of computer games. Two popular systems of tourism badges in Poland are thus discussed in order to look for reasons of their falling popularity and teenagers' resistance to participate in the systems. Mobile devices enable teens to combine playing and travelling. The development of mobile applications, integrating social gaming, and location-based technology has led to the growing interest in location-based social network marketing, particularly in tourism and hospitality. The chapter concludes with a proposal how to revitalize an old-school system of tourism badges through the modern gamification mechanism combined with social media tools.


2022 ◽  
pp. 26-34
Author(s):  
Sonali Sagar Kharade

Digital technology in general and social media in particular entail both positive as well as negative impacts on the psyche of the adolescents. The current generation of gen-z has grown up in a media-saturated world. However, it is pretty difficult to judge how media exactly influences their lives. It's commonly observed that social media platforms help saving time establishing contact with our acquaintances. The excessive use of it however leads to various negative repercussions. This may include cyber bullying, low self-esteem, gaming addiction, and less time devoted for doing physical activities. Playing indoor and outdoor games makes adolescents physically fit and mentally healthy. There are however various video games on social media gaming platforms that affect their creativity and logical thinking in an adverse manner. Negative consequences of video game addiction can lead to many problems such as severe body-ache, skin blisters, weakened eyesight, and insomnia. Long-term addiction could lead to obesity, weakness or numbness in the hands, and even blood clots.


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