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Literature Review: Escapism problem for Gaming
This “Ten Problems for Gaming in the 2020s” booklet identifies ten relevant areas from very recent contributions put forward at academic level in the form journal articles, conference proceedings and students’ theses. Ten freely accessible internet references have been selected for each area and direct links are provided at the end of each chapter for own consultation. Our selected references do not intend to mirror ranking indexes nor establish novel classifications. On the contrary, they are meant to represent peer-reviewed, diverse and scientifically-sound case studies for vertical dissemination aimed at non-specialist readers. They will also be able to scoop even more references through the bibliography that is reported at the end of each selected reference.
Without further ado, these are the ten problems that we are going to introduce in this booklet:
- mental health,
- social withdrawal,
- digital divide,
- mobile games,
Each problem has its own dedicated chapter made of an introductory section, a short presentation of the ten selected references and a conclusions section.
The final chapter of this booklet will report the conclusions from each chapter again in order to provide a complete executive summary.
THE PROBLEM — Researchers have previously argued that escapism via video games can lead to both negative and positive psychological or behavioral outcomes. In the midst of emotional challenge, the player is exploring a cognitive and affective space defined by the designer/developer, which encourages the player to build their own understanding of the gameplay, an interpretation that is unique to themselves. Research evidence has suggested that poorer self-concept and stronger avatar identification are associated with problematic gaming.
CASE STUDIES — … buy this booklet from Amazon …
CONCLUSIONS — Video gamers escapism has a significant relationship with both negative and positive psychological or behavioral outcomes. With the eudaimonic user experience there is a focus on the ‘future importance’ of the experience as opposed to fleeting enjoyment. Poorer self-concept clarity may be one mechanism by which avatar identification affects problem gaming. Behavioral components such as the Immersion, Achievement, and Social components, can influence which of those aspects players will be drawn to. In-game need frustration has stronger unique associations with negative outcomes, i.e.: problematic gaming, escapist motivations, perceived stress and exit intentions. Different types of bullying victimization are differentially associated with problematic video gaming, with mental health symptoms significantly mediating this relationship. Using clichés, we create virtual and hyperreal worlds that help the addressee to feel escapist feelings and get immersed in these fictional worlds. During the COVID-19 pandemic, one popular video game called “Animal Crossing: New Horizons” successfully got everyone’s attention. The social aspects of playing video games, while not always at the forefront of the public consciousness, are well documented. Valve operates a gargantuan platform ecosystem arranged around a few popular media commodities, built on the drive for ever-increasing efficiency and control.
TEN FREE REFERENCES FROM THE INTERNET — … buy this booklet from Amazon …