Gaming

David Hayes, Andrew Errity, Brendan Rooney, Conall Tunney

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

Gaming has developed from a relatively niche activity to a pastime engaged in by a much wider cross-section of the population. The greater diversity of gaming platforms (such as smartphones and social networking sites) coupled with the greater social aspect of gaming has a psychological impact on users. This chapter will outline various definitions and types of games and describe key developments in the history of gaming. Following this, we will introduce the psychological theories and research that explore the motivations for and gratifications from playing video games, including the experience of presence and flow, and the use of “gamification”. Finally, consideration will be given to problems associated with video gameplay such as intense forms of problematic use or “addiction” and the debate about the link between violent video games and aggressive behaviour.
Original languageEnglish
Title of host publicationAn Introduction to Cyberpsychology
Chapter20
Number of pages16
Publication statusPublished - 6 Feb 2024

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