Proceedings of the Annual Symposium on Computer-Human Interaction in Play 2017
DOI: 10.1145/3116595.3116639
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Cooperation and Interdependence

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Cited by 65 publications
(26 citation statements)
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References 48 publications
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“…Given the increasing prevalence of multiplayer digital games as a leisure activity, in a context of decreasing social embeddedness, researchers have started to consider whether the social relationships that are established and enacted through digital games help or harm social aspects of wellbeing, including loneliness and feelings of isolation. Recent studies have demonstrated that digital games-played both in-person and online-can facilitate social interactions that are vital for our social well-being, for example, by connecting us to others (Dabbish, 2008;Hernandez et al, 2014), helping us maintain existing relationships (Wohn et al, 2011), facilitating trust development with strangers (Depping et al, 2016;Depping and Mandryk, 2017), and even combating loneliness (Depping et al, 2018); however, the same mechanics, games, and gaming contexts that foster social closeness in games can instead lead to toxic game environments (Chen et al, 2009;Kwak et al, 2015) or displace offline relationships (Zhong, 2011), resulting in feelings of social exclusion (Shores et al, 2014).…”
Section: Introductionmentioning
confidence: 99%
“…Given the increasing prevalence of multiplayer digital games as a leisure activity, in a context of decreasing social embeddedness, researchers have started to consider whether the social relationships that are established and enacted through digital games help or harm social aspects of wellbeing, including loneliness and feelings of isolation. Recent studies have demonstrated that digital games-played both in-person and online-can facilitate social interactions that are vital for our social well-being, for example, by connecting us to others (Dabbish, 2008;Hernandez et al, 2014), helping us maintain existing relationships (Wohn et al, 2011), facilitating trust development with strangers (Depping et al, 2016;Depping and Mandryk, 2017), and even combating loneliness (Depping et al, 2018); however, the same mechanics, games, and gaming contexts that foster social closeness in games can instead lead to toxic game environments (Chen et al, 2009;Kwak et al, 2015) or displace offline relationships (Zhong, 2011), resulting in feelings of social exclusion (Shores et al, 2014).…”
Section: Introductionmentioning
confidence: 99%
“…Hay diversos estudios que han investigado los efectos de los videojuegos, así como sus beneficios como herramienta educativa. Prensky (2011) ya adelantaba que los videojuegos permiten la adquisición de atributos y técnicas que asisten a la comprensión de conceptos Percepciones de los estudiantes (Depping & Mandryk, 2017), que pueden implicar experiencias de aprendizaje significativo fuera de las aulas (Sánchez Guzmán y Galvis Martínez, 2016). Este tipo de experiencias, que rompen con el esquema de una educación limitada a las aulas, puede englobarse dentro del aprendizaje ubicuo, es decir, aquel que tiene lugar en cualquier lugar y momento, sin formar parte de una actividad diseñada para ello (Burbules, 2012).…”
Section: Ventajas Y Limitaciones De Los Videojuegosunclassified
“…Because VR relies so heavily on immersion, that is, the feeling of truly being present inside a virtual environment, designers may feel that if a player were to acknowledge people outside the game, this would break immersion due to the acknowledging of a parallel, non-game environment [6]. On the contrary, social interaction in digital, non-VR multiplayer games has been shown to increase immersion, because it introduces an element of role-play and allows players to connect more deeply with their respective in-game roles [5].…”
Section: The Physicality Of Vrmentioning
confidence: 99%
“…Many of the social benefits associated with asymmetric collaborative gaming rely on interdependence [5,16], meaning no one player has all the information or tools needed to advance. We chose therefore to make communication crucial to success in BirdQuestVR.…”
Section: Game Designmentioning
confidence: 99%