Conference Paper

Playing Support: Social Connectedness Amongst Male Videogame Players

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Abstract

While video games are becoming increasingly social, little is known regarding whether games might also facilitate social support. In tandem, while both genders experience similar overall rates of mental illness [1], men seek and use health services less often than women [2]. A series of interviews (N=15) were held with male social video game players to determine if video game play provides a means for them to access social support. Preliminary analyses suggest that games afford a means of gaining support from new connections, describes how these trusting relationships develop, and demonstrates that gameplay itself offers some emotional benefits. This research contributes to the understanding of how men use technology to support their emotional and social needs.

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... They found that two fifths of respondents to their online survey would often discuss issues with online friends that they would not discuss with friends in real life [10]. A similar finding emerged from a series of interviews with male gamers conducted by Vella et al. [55]. Participants expressed that online friendships offered a safe space to talk about real-world problems. ...
... Because they were viewed as non-judgemental, and otherwise removed from the crisis, they were perceived by participants to be able to offer more perspective. They also found that players who developed such a bond were close enough to discern each others' moods based only on behavior [55]. These benefits resonate with the work of Bargh [4], who found that individuals were more easily able to express their true selves during online interactions. ...
... In some cases, these negative emotions were difficult to relieve through other means, i.e. it was easier to fight digital monsters than yell at people [23]. A similar result emerged in the previously discussed work of Vella et al. with male gamers [55], where online gaming was described as cathartic, and a productive way to deal with real-world frustrations. ...
Preprint
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In 2020, the rapid spread of COVID-19 forced many people to self-isolate, resulting in struggles with mental health [60], and an increase in gaming [3]. In this paper, we seek to examine how individuals used digital games during the quarantine. We conducted a two-tier qualitative study where we used a thematic analysis of tweets to derive questions for an online survey that we distributed. Results of thematic analysis of survey responses identified 15 themes. Some themes confirm previous works' findings, particularly how games are used to increase social connection or distract oneself from unpleasant situations. We also found new themes unique to the quarantine, such as interactions with non-player characters used as a surrogate for real-world interaction and using in-game routines as a substitute to real-world routines lost due to the pandemic. This work discusses the use of games during the pandemic and can be seeds for future studies. CCS CONCEPTS • Human-centered computing → Empirical studies in HCI.
... For male players, while loneliness is slightly higher than among their nonplaying counterparts, their sense of fitting in with students at school remains largely unaffected. Building upon findings from other studies, this gender disparity may stem from the fact that gaming culture often serves as a central pivot in males' friendships and interaction [30,87,88]. For girls, however, finding like-minded gender peers can be more challenging [59]. ...
... However, these effects were more pronounced among female players, who consistently responded lower life and health satisfaction, subjective well-being, future life expectations, as well as more depressive symptoms and sleeping problems. While there is a lack of comparable quantitative studies on gender and esports [36], previous qualitative research suggests that these gender differences may stem from the unique challenges and stressors that female players face in a predominantly male environment [46,[88][89][90][91]. Additionally, given that this study finds that female esports players report a more disadvantaged socio-economic background than their male peers, it is also possible that female players bring some of these stressors into the gaming sphere. ...
Article
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Electronic sports (esports) have evolved into a major cultural phenomenon in the 21st century, mirroring traditional sports with organized, competitive play. This study investigates the prevalence of esports participation and characteristics of esports players among Norwegian adolescents. Using data from the Ungdata survey, a comprehensive web-based survey of Norwegian adolescents that includes questions on demographics, health, physical activity, social relations, and leisure activities such as gaming and esports, we analyzed responses from 70,695 students aged 16–18 years collected during 2021–2023. We conclude that about one out of twenty in the age group of 16–18 years actively engage in esports. The figure conceals significant gender differences: only 0.7% of girls, compared to 8.8% of boys, actively participate in esports. While female esports players differ noticeably from non-players on almost all indicators included in our analyses, the picture among boys reflects more similarities between esports players and other boys, than differences. Among the esports players, females almost consistently reported more negative experiences than males, including less physical socialization, lower self-rated health, higher rates of loneliness and sleeping problems, and a greater difficulty fitting in at school. Despite these negative aspects, esports players maintain close friendships similar to their non-playing peers.
... In addition, preliminary findings suggest that people may play games as a way to cope during times of emotional distress [1][2][3]37]. At this stage however, it is unclear whether games play a similar role to ICTs during difficult life experience, e.g., through the social networks and connections that games can provide [8,42], or whether they influence coping in different ways, such as providing an escape through entertainment [38]. ...
... These effects were further mediated by online social support suggesting that, at least in part, games are effective at promoting recovery because of the opportunities they provide for socialising. In work focused on male gamers, Vella and colleagues [42] also indicate that online gaming can lead to positive emotions such as competence and camaraderie, and suggest that the activity provides players with a way to access social support. In particular they note how voice chat can help develop trust between players, creating opportunities to bond over gaming experiences and to discuss emotional issues. ...
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HCI has become increasingly interested in the use of technology during difficult life experiences. Yet despite considerable popularity, little is known about how and why people engage with games in times of personal difficulty. Based on a qualitative analysis of an online survey (N=95), our findings indicate that games offered players much needed respite from stress, supported them in dealing with their feelings, facilitated social connections, stimulated personal change and growth, and provided a lifeline in times of existential doubt. However, despite an emphasis on gaming as being able to support coping in ways other activities did not, participants also referred to games as unproductive and as an obstacle to living well. We discuss these findings in relation to both coping process and outcome, while considering tensions around the potential benefits and perceived value of gaming.
... In addition, preliminary findings suggest that people may play games as a way to cope during times of emotional distress [1][2][3]37]. At this stage however, it is unclear whether games play a similar role to ICTs during difficult life experience, e.g., through the social networks and connections that games can provide [8,42], or whether they influence coping in different ways, such as providing an escape through entertainment [38]. ...
... These effects were further mediated by online social support suggesting that, at least in part, games are effective at promoting recovery because of the opportunities they provide for socialising. In work focused on male gamers, Vella and colleagues [42] also indicate that online gaming can lead to positive emotions such as competence and camaraderie, and suggest that the activity provides players with a way to access social support. In particular they note how voice chat can help develop trust between players, creating opportunities to bond over gaming experiences and to discuss emotional issues. ...
Conference Paper
HCI has become increasingly interested in the use of technology during difficult life experiences. Yet despite considerable popularity, little is known about how and why people engage with games in times of personal difficulty. Based on a qualitative analysis of an online survey (N=95), our findings indicate that games offered players much needed respite from stress, supported them in dealing with their feelings, facilitated social connections, stimulated personal change and growth, and provided a lifeline in times of existential doubt. However, despite an emphasis on gaming as being able to support coping in ways other activities did not, participants also referred to games as unproductive and as an obstacle to living well. We discuss these findings in relation to both coping process and outcome, while considering tensions around the potential benefits and perceived value of gaming.
... However, gamers who play to socialize are likely to develop pro-social behaviors and seek games focused on building relationships (Fu et al., 2017). Although it is true that building social relationships exclusively online can increase the risk of developing problematic behavior, socializing in video games can help to develop shared interests, improve leadership skills, and increase sports performance (Badrinarayanan et al., 2015;Mao, 2021;Vella et al., 2016). ...
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Structural characteristics of video games influence the development of maladaptive behavioral patterns such as Internet gaming disorder (IGD). The aim of this study was to develop and validate a tool to evaluate users’ perceptions of video game structural features. The sample was composed of 502 gamers with an average age of 23.35 years (SD = 6.89). In total, 67.3% used a personal computer, 20.7% a desktop console, 11.4% a mobile platform, and 0.6% a portable console. Multiple exploratory factor analyses were conducted to identify the optimal model. Initial evidence of reliability, construct, and external validity was found (TLI and CFI > .90, RMSEA < .06, SRMR < .08). Structural features were categorized into three primary factors: social, control, and reward. After a multiple linear regression, structural features and gaming motivations explain 19% of the variance in IGD. In conclusion, the scale demonstrates solid psychometric properties for assessing how Spanish-speaking players perceive the structural characteristics of video games and how these relate to the development of IGD.
... Firstly, video games can repair negative mood and help people better cope with unwanted emotions, enabling players to find a relief from frustration and distress (Reinecke et al., 2012;Bowman and Tamborini, 2015), as well as providing escapism, a term that normally points to an avoidance of the "real" (Calleja, 2010;Evans, 2001), but may also offer enjoyment and facilitate stress relief (Kardefelt-Winther, 2014;Hussain et al., 2021). Secondly, video games entail complex social worlds that bring people together to reach collective goals, also strengthening family bonds (Durkin and Barber, 2002), producing a sense of belonging (Vella et al., 2019) and complementing offline relationships (Vella et al., 2016). ...
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Possible side effects of using web job boards in the e-recruitment context, such as candidates dropping out from the hiring process, may emerge if these tools are not transparent about data usage, collection, and processing. In response, we developed a novel web job board designed to enhance transparency, simulating a job-matching recommender system. A qualitative study with 20 Italian participants, combining direct observation of the job board use with the Thinking Aloud protocol and interviews, examines participants’ privacy behaviours in terms of data disclosure and seclusion. Findings indicate a general willingness among participants to share personal data, except for information related to their identity. We found that both the design of the job board and the meanings ascribed by participants to data shaped their privacy behaviours. Features enhancing user understanding of data usage and control of privacy settings were positively received, underscoring the importance of design in fostering thoughtful engagement with job board technologies. We contribute to research on privacy behaviours in the context of job search and we draw suggestions from the study findings on how to design platforms that support data protection and allow safe and purposeful disclosure of personal data, sustaining job seekers throughout the recruitment process.
... Firstly, video games can repair negative mood and help people better cope with unwanted emotions, enabling players to find a relief from frustration and distress (Reinecke et al., 2012;Bowman and Tamborini, 2015), as well as providing escapism, a term that normally points to an avoidance of the "real" (Calleja, 2010;Evans, 2001), but may also offer enjoyment and facilitate stress relief (Kardefelt-Winther, 2014;Hussain et al., 2021). Secondly, video games entail complex social worlds that bring people together to reach collective goals, also strengthening family bonds (Durkin and Barber, 2002), producing a sense of belonging (Vella et al., 2019) and complementing offline relationships (Vella et al., 2016). ...
... The HCI community has not only designed and developed novel video games and modalities for interacting with them, like affective gaming systems that rely on physiological interaction (e.g., through emotion control), rather than on conventional devices (e.g., joystick; Bersak et al., 2001). It has also explored in depth the individual, social, and organizational dynamics of play: A variety of research highlighted, for example, that people may develop new affective bonds by playing video games or may use them to maintain and rework their existing relations (Rapp, 2018;Vella et al., 2016). Moreover, players may create stable organizational structures to solve complex in-game problems, which entail organizational assimilation dynamics, mentoring practices, hierarchies, and leaderships, which are conditioned by how the games are designed (Rapp, 2018(Rapp, , 2020b. ...
Chapter
Human–computer interaction (HCI) is a multidisciplinary field of research that focuses on the understanding and design of interaction between humans and computers. HCI has its roots in human factors and ergonomics and cognitive sciences, but over the years, it has undergone a variety of deep transformations, by importing a variety of approaches, theories, and methods from other disciplines, like anthropology and sociology. In History of HCI, Theories of HCI, and Methods of HCI sections, the evolution of the discipline, as well as its theories and methods, is described. Moreover, three different promising strands of HCI research are pointed out in the Lines of Research in HCI section, showing the theoretical and methodological complexity that HCI is facing at the beginning of the third decade of the 21st century.
... As regards social relations, research pointed out how video games may strengthen family bonds (Durkin & Barber, 2002), as well as provide a complementary function to offline non-game relationships (Vella et al., 2016). Moreover, Banks and Cole (2016) surveyed US military and veteran gamers regarding their use of digital games, finding that they were used to cope with the challenges of military service, giving players the opportunity to connect with civilians as well as to find support from other military personnel. ...
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Full-text available
The COVID-19 pandemic led to dramatic changes in people's lives. The Human-Computer Interaction (HCI) community widely investigated technology use during crises. However, commercial video games received minor attention. In this article, we describe how video game play impacted the life transformations engendered by the pandemic. We administered a qualitative online survey to 330 video game players who were living in Italy during the lockdown measures. We found that the COVID-19 pandemic altered the participants' sense of time and space, reshaped both their intimate and wider social interactions, and elicited a wide spectrum of disturbing emotions. Players escaped from this unsatisfying reality into video game worlds, searching for a new normality that could compensate for the unpredict-ability and dangerousness of the pandemic life, as well as seeking uncertainty in the game environments to balance the flatness of the lockdown everydayness. In doing so, they "appropriated" the gaming technologies, which also led to several unexpected outcomes. Starting from these findings , we propose a model of escapism that points out four ways to escape from reality into video game worlds. Moreover, we outline some design implications that might inspire future strands of research in the field of crisis technologies.
... Our conceptualisation of ordinary PX, however, has drawn attention to work demonstrating that more literate players often engage co-attentively with games typically theorised as immersive or flowinducing [e.g., 24,112,137]. Collectively, these instances challenge prevalent assumptions about how play can benefit player wellbeing -for example, the capacity to talk through the events of a bad day while playing competitive multiplayer games does not seem to follow from experiencing flow or immersion [154], but rather co-attentiveness. Considering co-attentiveness in this context is not only to observe its prevalence outside mobile and casual game play [24,74]; rather, it is also to see other ways to derive wellbeing benefits from engagement with more conventional videogames. ...
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... In study 1, we conducted individual interviews with both male and female videogame players (N = 16) on the topic of social connectedness and wellbeing (Vella, Klarkowski, Johnson, Hides, Wyeth 2016). Study 2 interviews were conducted individually with male videogame players (N = 15) with a focus on social connectedness (Vella, Johnson, Mitchell 2016). Study 3 interviews (individual and in focus groups) were conducted with both male and female videogame players (N = 36) tasked with determining how to build a tool that would facilitate social connectedness amongst players. ...
Article
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... There is a lack of research investigating the role of biofeedback in social play. Generally speaking, playing with other people can constitute a rich and meaningful experience capable of fostering a sense of connectedness [41]. ...
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"This book provides step-by-step instructions on how to analyze text generated from in-depth interviews and focus groups - i.e., transcripts. The book is primarily designed for research studies with an applied focus, but is also useful for theoretically oriented qualitative research. The book covers all aspects of the qualitative data analysis process including planning, data preparation, identification of themes, codebook development and code application, reliability and inter-coder agreement, data reduction techniques, comparative techniques, integration with quantitative data, and software considerations. The book describes what the authors call "applied thematic analysis", because it is the approach predominantly used in applied qualitative studies (and increasingly in academic contexts). The method employs a phenomenological approach to data analysis which has a primary aim of describing the experiences and perceptions of research participants. The approach presented is similar to Grounded Theory - in that it is inductive, content-driven, and searches for themes within textual data - and is complementary to Grounded Theory on many levels. However, within an applied context a phenomenological approach is primarily concerned with characterizing and summarizing perceptions and lived experiences and applying the results to a particular research problem, rather than building and assessing theoretical models"--
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