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 language | English |
|---|---|
| Title of host publication | An Introduction to Cyberpsychology, 2nd Edition |
| Publisher | Taylor and Francis |
| Pages | 323-338 |
| Number of pages | 16 |
| ISBN (Electronic) | 9781000998511 |
| ISBN (Print) | 9780367636418 |
| DOIs | |
| Publication status | Published - 1 Jan 2024 |
| Externally published | Yes |
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