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Social Gaming

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lightbulbAbout this topic
Social gaming refers to online multiplayer gaming experiences that emphasize social interaction among players. It encompasses games that facilitate communication, collaboration, and competition, often through social media platforms or dedicated gaming networks, fostering community engagement and shared experiences.
lightbulbAbout this topic
Social gaming refers to online multiplayer gaming experiences that emphasize social interaction among players. It encompasses games that facilitate communication, collaboration, and competition, often through social media platforms or dedicated gaming networks, fostering community engagement and shared experiences.

Key research themes

1. What are the characterizations and dimensions of social interactions and experiences in social games and MMORPGs?

This research area focuses on understanding the nature, patterns, and subjective experiences of social interactions within social network games and massively multiplayer online role-playing games (MMORPGs). As social gaming increasingly integrates competitive, collaborative, and communicative elements, identifying key social features and the resulting player experiences informs the design of engaging and meaningful social game environments. This theme is pivotal because it addresses how social affordances and behaviors shape player engagement, community formation, and gameplay satisfaction in digitally mediated social contexts.

Key finding: Utilizing the Playful Experiences (PLEX) framework, the study identified that Competition, Completion, and Challenge are the most common playful experiences in social network games on Facebook; it revealed genre-specific... Read more
Key finding: This large-scale survey (912 players) demonstrated that MMORPGs are extensively social environments facilitating the formation of strong friendships, emotional ties, and life-long relationships; it evidenced that players use... Read more
Key finding: Through quantitative and qualitative analyses of interactions in Star Wars Galaxies, this research detailed how MMORPG game structure intentionally promotes player interdependency via complex social and economic systems;... Read more
Key finding: This paper systematically reviewed social features across 16 Facebook social games, identifying 30 social features clustered into presence, communication, and interaction; it found that while presence and communication... Read more
Key finding: Among 168 university students, findings showed that multiplayer online games foster social interactions predominantly with real-life friends and family, with extraverted participants spending more time gaming; yet players... Read more

2. How do psychological and social factors influence player behavior, identity, and experiential engagement in social gaming?

This research theme investigates the interplay of psychological traits, identity construction, emotional regulation, and social context in shaping gaming behaviors and experiences within social and multiplayer games. It encompasses how individual differences affect motivations, the co-creation of player identities in networked contexts, and the dynamics of emotional and social needs fulfilment through gaming. Understanding these facets contributes to developing targeted interventions for problematic gaming and designing games that foster positive social and psychological outcomes.

Key finding: Drawing from auto-ethnographic research, this study argued that social games extend beyond in-game mechanics as interactive spaces embedded in broader social networks and everyday life; it conceptualized social games as... Read more
Key finding: Using multinomial logistic regression on an international sample of 5,255 gamers, four psychological profiles emerged (avoidant, engaged, relational, dysregulated) differentiated by emotional regulation, mental health... Read more
Key finding: Latent Profile Analysis of 5,222 participants identified four psychological gaming profiles (avoidant, engaged, relational, dysregulated) based on emotional regulation difficulties and motivations; the dysregulated profile... Read more
Key finding: This study involving 154 Pub-G players identified statistically significant positive correlations between traits of n-power (desire for control), illusory superiority (cognitive bias overestimating one's ability), and... Read more
Key finding: This theoretical work emphasized the embodied, aesthetic experience of gameplay as a site of constant dissonance between player action and game representation, where subjective habituation and bodily engagement mediate... Read more

3. How do pervasive and location-based social games blur the boundaries between gameplay and everyday life, and what implications does this have for player experience and social dynamics?

This research area examines how pervasive, mobile, and location-based social games integrate with players’ physical environments and daily routines, creating hybrid spaces where gameplay activities permeate 'real-world' contexts. It investigates the effects of such blending on player mobility, risk-taking, community engagement, and the negotiation between casual and serious play, thereby providing insights into the evolving nature of social gaming beyond traditional screen-based interactions.

Key finding: Through interviews and ethnography of Ingress players, the study revealed that pervasive gameplay substantially alters everyday mobility patterns and social interactions; players experience a partial blurring of game and... Read more
Key finding: By applying activity metrics to team-based location-based games in museum settings, this study showed that quantitative analysis of player activity logs can reflect team performance and collaboration quality; effective... Read more
Key finding: The paper described the development of a gaming architecture with semi-autonomous socially believable virtual characters and a Wizard of Oz interface, enabling experimental control over social interactions within virtual game... Read more
Key finding: This cross-cultural research project emphasized that games serve as global cultural artifacts and local social practices simultaneously; the work underscored how pervasive and social games reflect and are negotiated within... Read more

All papers in Social Gaming

Sports betting is a social malady. The study investigated sports betting activities among students of tertiary institutions from Ahmadu Bello University, Zaria and the Federal College of Education, Zaria. The objectives of the study were... more
Human error remains one of the most persistent vulnerabilities in organisational cybersecurity, and traditional training programmes often struggle to convert awareness into sustained behavioural change. This study examines the impact of... more
This study aims to determine whether perceived addiction to video games is affected by the type of device used to play (smartphone versus console), paying special attention to the drivers for playing. Considering the theoretical framework... more
Advergame, as a medium of marketing communication is getting popular recently in Indonesia. Different to other advertising mediums, such as newspapers, magazines, televisions, and radios, which informations are delivered by narrative... more
Game merupakan salah satu bentuk implementasi dari kemajuan teknologi di ranah media komunikasi. Game dapat digunakan sebagai media penyampai pesan dan memungkinkan adanya feedback dari pesan tersebut. Game juga didesain sebagai sarana... more
EL PRESENTE capítulo pertenece a la línea “Videojuegos, narra- tiva y transmediación”. En el entendido de que el lenguaje videolúdico, entre otros aspectos, funciona como marco para el desarrollo de premisas narrativas y exploración de... more
This article explores the theme of urban ageing, focusing more specifically on debates surrounding the development of the age-friendly cities movement. This topic is examined through a review of the origins and development of this... more
Reconstructing historical cities using AI and augmented reality technology represents a significant step in preserving humanity's cultural and architectural heritage. This technology enables us to accurately visualize and redesign ancient... more
Perkembangan teknologi digital telah menghadirkan bentuk hiburan baru dalam format permainan slot online dengan Return to Player (RTP) tinggi. Penelitian ini menganalisis fenomena slot online RTP tinggi sebagai bentuk hiburan digital... more
Gamification refers to the use of game elements in a business context to change users' behaviours, mainly increasing motivation towards a certain task or a strategic objective. Gamification has received a good deal of emphasis in both... more
Social pressure is an inherent part of group dynamics that significantly influences individual behavior within social interactions. Individuals in a group are affected not only by shared norms and values but also by the expectations and... more
Artikel ini membahas pengaruh keanggotaan kelompok terhadap gaya komunikasi individu dalam berbagai konteks sosial, baik formal maupun informal. Komunikasi tidak hanya dipengaruhi oleh kepribadian, tetapi juga oleh proses sosial seperti... more
Perkembangan teknologi digital telah membawa dampak besar terhadap cara manusia berinteraksi, bekerja, dan mengakses hiburan. Salah satu inovasi teknologi yang semakin mendapat perhatian adalah realitas virtual (Virtual Reality/VR)-sebuah... more
Social identity plays a crucial role in shaping individual communication behavior within groups. Through a review of relevant and up-to-date literature, this article analyzes how group members adapt their communication styles based on... more
The development of digital technology has transformed the way individuals communicate, notably through the phenomenon of anonymity in virtual spaces. Anonymity enables users to express themselves more freely without fear of social... more
The development of digital technology has transformed the way individuals communicate, notably through the phenomenon of anonymity in virtual spaces. Anonymity enables users to express themselves more freely without fear of social... more
The development of digital technology has transformed the way individuals communicate, notably through the phenomenon of anonymity in virtual spaces. Anonymity enables users to express themselves more freely without fear of social... more
Perkembangan teknologi tidak dapat dipungkiri terus semakin canggih seiring berjalannya waktu. Tujuannya adalah untuk memenuhi kebutuhan kelangsungan hidup manusia. Hal tersebut memberikan perubahan, kemudahan, kemajuan, peningkatan... more
Perkembangan teknologi digital telah membawa dampak signifikan terhadap dinamika kehidupan manusia, termasuk dalam aspek psikologis. fenomena adiksi internet dan keterlibatan intens dalam realitas virtual sebagai tantangan baru dalam... more
A philosophical analysis of play and games is andertaken in this paper. Playful gaming, which is shown to be a synthesis of play and games, is utilized as a category for undertaking the examination of play and games. The significance of... more
Kemajuan teknologi digital telah mendorong peningkatan akses internet secara global, namun juga memicu munculnya fenomena kecanduan internet (Internet Addiction/IA) yang berdampak pada aspek neuropsikologis dan komunikasi sosial individu.... more
Kemajuan teknologi digital telah mendorong peningkatan akses internet secara global, namun juga memicu munculnya fenomena kecanduan internet (Internet Addiction/IA) yang berdampak pada aspek neuropsikologis dan komunikasi sosial individu.... more
Kemajuan teknologi digital telah mendorong peningkatan akses internet secara global, namun juga memicu munculnya fenomena kecanduan internet (Internet Addiction/IA) yang berdampak pada aspek neuropsikologis dan komunikasi sosial individu.... more
Kemajuan teknologi digital telah mendorong peningkatan akses internet secara global, namun juga memicu munculnya fenomena kecanduan internet (Internet Addiction/IA) yang berdampak pada aspek neuropsikologis dan komunikasi sosial individu.... more
Gamification is driving widespread application adoption, with a $70.4 billion projected market by 2030. However, the consequences of gamification on sustained use beyond initial adoption remain largely unclear. This study explores how the... more
World of Warcraft is a massively multiplayer online video game released on November 23, 2004 by Blizzard Entertainment. In contrast with traditional games only having a single upfront fee to play, WoW also has a monthly subscription to... more
Despite many challenges to technological determinism it is fair to say that technological development is often still presented to, and by, those in organisations and society as inevitably good. The internet is positioned as affording... more
Esai Case Base Method (CBM), Kelompok 1 Kelas H, Mata Kuliah Filsafat Ilmu dan Logika, Prodi S1 Sains Informasi, Fakultas Ilmu Sosial dan Ilmu Politik Universitas Pembangunan Nasional Veteran Jakarta, Jakarta, Indonesia, 2025
Esai Case Base Method (CBM), Kelompok 1 Kelas H, Mata Kuliah Filsafat Ilmu dan Logika, Program Studi S1 Sains Informasi, Fakultas Ilmu Sosial dan Ilmu Politik Universitas Pembangunan Nasional "Veteran" Jakarta, Jakarta, Indonesia, 2025
Esai Case Base Method (CBM), Kelompok 1 Kelas H, Mata Kuliah Filsafat Ilmu dan Logika, Prodi S1 Sains Informasi, Fakultas Ilmu Sosial dan Ilmu Politik Universitas Pembangunan Nasional Veteran Jakarta, Jakarta, Indonesia, 2025
Esai Case Base Method (CBM), Kelompok 1 Kelas H, Mata Kuliah Filsafat Ilmu dan Logika, Prodi S1 Sains Informasi, Fakultas Ilmu Sosial dan Ilmu Politik Universitas Pembangunan Nasional Veteran Jakarta, Jakarta, Indonesia, 2025
Esai Case Base Method (CBM), Kelompok 1 Kelas H, Mata Kuliah Filsafat Ilmu dan Logika, Prodi S1 Sains Informasi, Fakultas Ilmu Sosial dan Ilmu Politik Universitas Pembangunan Nasional Veteran Jakarta, Jakarta, Indonesia, 2025
Esai Case Base Method (CBM), Kelompok 1 Kelas H, Mata Kuliah Filsafat Ilmu dan Logika, Prodi S1 Sains Informasi, Fakultas Ilmu Sosial dan Ilmu Politik Universitas Pembangunan Nasional Veteran Jakarta, Jakarta, Indonesia,2025
Esai Case Base Method (CBM), Kelompok 1
Kelas H, Mata Kuliah Filsafat Ilmu dan Logika, Prodi S1 Sains Informasi, Fakultas Ilmu Sosial dan Ilmu Politik
Universitas Pembangunan Nasional Veteran Jakarta, Jakarta, Indonesia, 2025
Background and Aims: This study examines the association of mental health, social and relational contexts, and gaming-related characteristics on the psychological profiles of video game players based on emotional regulation and... more
Dunia sudah memasuki era baru yaitu era teknologi dan komunikasi. Perkembangan teknologi dan komunikasi ini terjadi sangat pesat, teknologi terus menciptakan berbagai macam jenis jaringan komunikasi yang memiliki klasifikasi sebagai high... more
The outbreak of the COVID-19 pandemic has resulted in many users actively working and learning from their homes with long hours of sitting and screen time. Health and wellness are the two concepts that require digital users to be aware of... more
Com o boom tecnológico dos anos 80, consoles de videogames não eram apenas uma realidade, como também se popularizam cada vez mais com a entrada de grandes empresas para a produção de jogos mais diversos e complexos quanto os existentes... more
Dengan menyebut nama Allah SWT yang Maha Pengasih lagi Maha Panyayang, kami panjatkan puja dan puji syukur atas kehadirat-Nya, yang telah melimpahkan rahmat, hidayah, dan inayah-Nya kepada kami, sehingga kami dapat
Dampak judi online dalam kehidupan kita sehari hari
This article examines the transformation of Customer Relationship Management (CRM) systems in the modern gambling industry, focusing on innovations such as predictive analytics, adaptive learning, and real-time personalization. It... more
What Lead to the Successful Mobile Phone Game? – Story of birds who cannot fly but they have enough angriness Abstract: This article will consist of analyzing some factors which are the most important for the successful mobile phone game.... more
Penelitian ini bertujuan untuk mengetahui Perbedaan Gaya Hidup Hedonis pada Pemain Dress-Up Game ditinjau dari Intensitas Bermain Game. Gaya Hidup Hedonis yang dimaksud ialah kegiatan, minat dan opini yang mengacu pada pengejaran rasa... more
Remaja yang kecanduan game online memiliki dampak negatif yang signifikan terhadap perilaku dan kesehatan mereka sendiri. Meskipun game online dapat digunakan sebagai hiburan dan penghilang stres, penggunaan yang berlebihan dapat... more
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