2011
DOI: 10.1080/15213269.2011.573466
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Entertaining Media Use and the Satisfaction of Recovery Needs: Recovery Outcomes Associated With the Use of Interactive and Noninteractive Entertaining Media

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Cited by 114 publications
(160 citation statements)
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References 29 publications
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“…33 Many of the positives attributed to games have been demonstrated using a narrow range of action gaming contexts and may depend on specific structural and motivational affordances not widely present in electronic games. 19 Likewise, although the salutatory effects of play on recovery and emotions have been shown for short-term outcomes 11,12 the present research suggests modest broader effects. Optimism expressed by some theorists about the transformative nature of gaming may be tempered when viewed in light of the small effects linking positive child outcomes to low levels of daily game engagement.…”
Section: Discussionmentioning
confidence: 79%
See 1 more Smart Citation
“…33 Many of the positives attributed to games have been demonstrated using a narrow range of action gaming contexts and may depend on specific structural and motivational affordances not widely present in electronic games. 19 Likewise, although the salutatory effects of play on recovery and emotions have been shown for short-term outcomes 11,12 the present research suggests modest broader effects. Optimism expressed by some theorists about the transformative nature of gaming may be tempered when viewed in light of the small effects linking positive child outcomes to low levels of daily game engagement.…”
Section: Discussionmentioning
confidence: 79%
“…Games provide a wide range of novel cognitive challenges, opportunities for exploration, relaxation, and socialization with peers. Research focusing on the potential benefits of games indicates they may bolster adjustment by providing psychologically rewarding experiences 11 that dispel negative affect, 12 inspire prosocial behavior, 13 foster creativity, 14 as well as broaden self-concept 15 and build social connections. 16 In addition, playing some types of games may serve to minimize externalizing problems by building executive control, 17 attention skills, 18 healthy behavior, 3 and visuospatial abilities.…”
mentioning
confidence: 99%
“…The use of entertaining media formats helps to recover from stressful situations experienced in daily life (Reinecke, 2009;Reinecke, Klatt, & Krämer, 2011). Recent research established strong relationships between the use of certain media types and the positive outcomes for mental well-being (Rieger, Reinecke, Frischlich, & Bente, 2014).…”
Section: Disclaimer/complaints Regulationsmentioning
confidence: 99%
“…As news stories rarely apply to one's own circumstances and often deal with rather abstract topics (Bird, 1998), many news consumers, hence, experience a negative feeling of powerlessness (Woodstock, 2014). Third and final, the lack of absorption potential (see Bartsch & Schneider, 2014;Boukes, Boomgaarden, Moorman, & de Vreese, 2015) -hard news is not as distracting from everyday concerns as entertainment (Boczkowski & Mitchelstein, 2010) -makes that watching the news probably deteriorates rather than facilitates recovery of people's psychological resources (Reinecke, 2009;Reinecke et al, 2011). Thus, we expect the following: H 1 : Consumption of hard news negatively affects developments in mental well-being.…”
Section: Characteristics Of Television Newsmentioning
confidence: 99%
“…Mood repair through escapism is included in validated scales on motivations for play [12] and game addiction [25], and surveys have found that both adults [19,34] and children [14] report mood regulation as a major motivation for play. Several researchers have started to examine how games facilitate recovery from the stress of life [4,5,9,35]. Finally, researchers have suggested that digital games provide an opportunity for improved emotion regulation [21], for example, by rewarding players who downregulate negative affect [16].…”
Section: Games For Mental Healthmentioning
confidence: 99%