A critical review on the moderating role of contextual factors in the associations between video gaming and well-being
The appeal of video gaming has undoubtedly withstood the test of time. In view of its increasing popularity, lay people and researchers alike have taken an interest in the psychological consequences of video gaming. However, there seems to be a paradox associated with the effect of video gaming on g...
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sg-ntu-dr.10356-1643212023-03-05T15:35:00Z A critical review on the moderating role of contextual factors in the associations between video gaming and well-being Hartanto, Andree Lua, Verity Y. Q. Quek, Frosch Y. X. Yong, Jose C. Ng, Matthew H. S. School of Social Sciences Social sciences::Psychology Video Games Contextual Factors The appeal of video gaming has undoubtedly withstood the test of time. In view of its increasing popularity, lay people and researchers alike have taken an interest in the psychological consequences of video gaming. However, there seems to be a paradox associated with the effect of video gaming on gamers' well-being—namely, while most video game players cite “fun” as their motivation to play video games, video games continue to hold a notorious reputation among some researchers for being detrimental to mental health and emotional well-being as measured by indicators such as happiness, perceived stress, anxiety, and depressive symptoms. We suggest that a significant contributor to the mixed literature is the oversight of contextual factors that may moderate this relationship. The current review highlights five important contextual factors that should be considered when studying the associations between the frequency of video gaming and well-being. Specifically, we suggest that unless the social context (who), type (what), motivation (why), time and day (when), and amount (how much) of video gaming activities are adequately considered, examinations of well-being outcomes in relation to video gaming will remain incomplete. Ministry of Education (MOE) Published version This research was supported by a grant awarded to Andree Hartanto by Singapore Management University through research grants from the Ministry of Education Academy Research Fund Tier 1 (20-C242-SMU-001) and Lee Kong Chian Fund for Research Excellence. 2023-01-16T04:38:23Z 2023-01-16T04:38:23Z 2021 Journal Article Hartanto, A., Lua, V. Y. Q., Quek, F. Y. X., Yong, J. C. & Ng, M. H. S. (2021). A critical review on the moderating role of contextual factors in the associations between video gaming and well-being. Computers in Human Behavior Reports, 4, 100135-. https://dx.doi.org/10.1016/j.chbr.2021.100135 2451-9588 https://hdl.handle.net/10356/164321 10.1016/j.chbr.2021.100135 2-s2.0-85125678570 4 100135 en 20-C242-SMU-001 Computers in Human Behavior Reports © 2021 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). application/pdf |
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Social sciences::Psychology Video Games Contextual Factors Hartanto, Andree Lua, Verity Y. Q. Quek, Frosch Y. X. Yong, Jose C. Ng, Matthew H. S. A critical review on the moderating role of contextual factors in the associations between video gaming and well-being |
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The appeal of video gaming has undoubtedly withstood the test of time. In view of its increasing popularity, lay people and researchers alike have taken an interest in the psychological consequences of video gaming. However, there seems to be a paradox associated with the effect of video gaming on gamers' well-being—namely, while most video game players cite “fun” as their motivation to play video games, video games continue to hold a notorious reputation among some researchers for being detrimental to mental health and emotional well-being as measured by indicators such as happiness, perceived stress, anxiety, and depressive symptoms. We suggest that a significant contributor to the mixed literature is the oversight of contextual factors that may moderate this relationship. The current review highlights five important contextual factors that should be considered when studying the associations between the frequency of video gaming and well-being. Specifically, we suggest that unless the social context (who), type (what), motivation (why), time and day (when), and amount (how much) of video gaming activities are adequately considered, examinations of well-being outcomes in relation to video gaming will remain incomplete. |
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School of Social Sciences |
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School of Social Sciences Hartanto, Andree Lua, Verity Y. Q. Quek, Frosch Y. X. Yong, Jose C. Ng, Matthew H. S. |
format |
Article |
author |
Hartanto, Andree Lua, Verity Y. Q. Quek, Frosch Y. X. Yong, Jose C. Ng, Matthew H. S. |
author_sort |
Hartanto, Andree |
title |
A critical review on the moderating role of contextual factors in the associations between video gaming and well-being |
title_short |
A critical review on the moderating role of contextual factors in the associations between video gaming and well-being |
title_full |
A critical review on the moderating role of contextual factors in the associations between video gaming and well-being |
title_fullStr |
A critical review on the moderating role of contextual factors in the associations between video gaming and well-being |
title_full_unstemmed |
A critical review on the moderating role of contextual factors in the associations between video gaming and well-being |
title_sort |
critical review on the moderating role of contextual factors in the associations between video gaming and well-being |
publishDate |
2023 |
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https://hdl.handle.net/10356/164321 |
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1759857947003846656 |