Playing alone, playing with others: Differences in player experience and indicators of wellbeing

Vella, Kellie, Johnson, Daniel, & Hides, Leanne (2015) Playing alone, playing with others: Differences in player experience and indicators of wellbeing. In CHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, ACM (The Association for Computing Machinery), London, United Kingdom, pp. 3-12.

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Abstract

Video game play is becoming an increasingly social experience, yet we have little understanding of how social and solitary modes of play differ in terms of the player experience or interact with player wellbeing. An online survey (n = 446) collected data on players' current mode of play, their game play experience, social capital gained from game play and wellbeing. The results indicate that social and solitary players differ in terms of degree of autonomy, presence and relatedness experienced, while the different types of social play are associated with differences in relatedness and social capital experienced. Different predictors of wellbeing were also present across solitary and social player samples. People who play games on their own experience greater wellbeing when experiencing in-game autonomy. Social players experience greater wellbeing when playing with strangers, and when experiencing in-game bridging social capital. All players experienced increased wellbeing with age and decreased wellbeing with greater amounts of play.

Impact and interest:

4 citations in Scopus
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ID Code: 91607
Item Type: Conference Paper
Refereed: Yes
Keywords: social interaction, video games, self-determination theory, psychology, social capital, wellbeing, player experience
DOI: 10.1145/2793107.2793118
ISBN: 9781450334662
Subjects: Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > INFORMATION SYSTEMS (080600) > Computer-Human Interaction (080602)
Australian and New Zealand Standard Research Classification > PSYCHOLOGY AND COGNITIVE SCIENCES (170000) > PSYCHOLOGY (170100) > Social and Community Psychology (170113)
Australian and New Zealand Standard Research Classification > STUDIES IN CREATIVE ARTS AND WRITING (190000) > FILM TELEVISION AND DIGITAL MEDIA (190200) > Computer Gaming and Animation (190202)
Divisions: Current > Schools > School of Electrical Engineering & Computer Science
Current > QUT Faculties and Divisions > Faculty of Health
Current > Institutes > Institute of Health and Biomedical Innovation
Current > QUT Faculties and Divisions > Science & Engineering Faculty
Current > Schools > School of Psychology & Counselling
Copyright Owner: Copyright 2015 The Association for Computing Machinery
Copyright Statement: Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from Permissions@acm.org.
CHI PLAY 2015, October 03 - 07, 2015, London, United Kingdom © 2015
ACM. ISBN 978-1-4503-3466-2/15/10…$15.00
Deposited On: 05 Jan 2016 23:18
Last Modified: 07 Jan 2016 05:58

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