Iacovides, Ioanna orcid.org/0000-0001-9674-8440 and Mekler, Elisa D. (2019) The role of gaming during difficult life experiences. In: CHI 2019 - Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 2019 CHI Conference on Human Factors in Computing Systems, CHI 2019, 04-09 May 2019 ACM , GBR
Abstract
HCI has become increasingly interested in the use of technology during difficult life experiences. Yet despite considerable popularity, little is known about how and why people engage with games in times of personal difficulty. Based on a qualitative analysis of an online survey (N=95), our findings indicate that games offered players much needed respite from stress, supported them in dealing with their feelings, facilitated social connections, stimulated personal change and growth, and provided a lifeline in times of existential doubt. However, despite an emphasis on gaming as being able to support coping in ways other activities did not, participants also referred to games as unproductive and as an obstacle to living well. We discuss these findings in relation to both coping process and outcome, while considering tensions around the potential benefits and perceived value of gaming.
Metadata
Item Type: | Proceedings Paper |
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Authors/Creators: |
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Keywords: | Coping,Difficult life experiences,Games,Sensitive life experiences |
Dates: |
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Institution: | The University of York |
Academic Units: | The University of York > Faculty of Sciences (York) > Computer Science (York) |
Depositing User: | Pure (York) |
Date Deposited: | 05 Mar 2019 11:40 |
Last Modified: | 02 Apr 2025 23:32 |
Published Version: | https://doi.org/10.1145/3290605.3300453 |
Status: | Published |
Publisher: | ACM |
Identification Number: | 10.1145/3290605.3300453 |
Related URLs: | |
Open Archives Initiative ID (OAI ID): | oai:eprints.whiterose.ac.uk:143254 |
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Description: Games diff life experience - Iacovides & Mekler - accepted