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Caitlin Veal

Biographic Data

ID3589729
NAMECaitlin Veal
GIVEN NAMESCaitlin
FAMILY NAMEVeal
SIGNATUREVEAL C
AFFILIATIONSYork St John University
ORCID0000-0002-5394-2881
VERIFIEDYes
TOTAL WORKS2
TOTAL CITATIONS2
AUTHOR COUNT2
EDITOR COUNT0
FIRST PUBLICATION YEAR2024
LATEST PUBLICATION YEAR2024
H-INDEX1
  • I wasn’t me, grieving in my room. I was Spiderman’

    Open Access•Matthew Spokes, Jack Denham et al.•ARTICLE•Mortality•2024•Cited by: 1•References: 10

    Building on Stroebe and Schut’s (1999) ‘dual process model’ (DPM), this paper draws on data from a survey of young people who identify as regular gamers (n=450) and semi-structured follow-up interviews (n=20) to understand video games as a form of self-care, and the positive and problematic encounters gamers experience in relation to immersion and escapism. The work is situated in relation to game/leisure studies, and extant research on different…

  • You Feel Like You've Found a Place Where You Belong

    Open Access•Caitlin Veal, Matt Coward-Gibbs et al.•ARTICLE•Games and Culture•2024•Cited by: 1•References: 42

    This paper investigates how players perceive and understand the sociality afforded by online social video games (OSGs), framed by the COVID-19 pandemic. Utilizing data from semi-structured interviews ( n = 20), we apply Blumer's concept of symbolic interactionism to explore the ways in which video games take on new meanings in co-constructed, collaborative and contributory digital spaces. We argue (a) that games offer a meaningful social experien…

  • I wasn’t me, grieving in my room. I was Spiderman’

    Open Access•Matthew Spokes, Jack Denham et al.•ARTICLE•Mortality•2024•Cited by: 1•References: 10

    Building on Stroebe and Schut’s (1999) ‘dual process model’ (DPM), this paper draws on data from a survey of young people who identify as regular gamers (n=450) and semi-structured follow-up interviews (n=20) to understand video games as a form of self-care, and the positive and problematic encounters gamers experience in relation to immersion and escapism. The work is situated in relation to game/leisure studies, and extant research on different…

  • You Feel Like You've Found a Place Where You Belong

    Open Access•Caitlin Veal, Matt Coward-Gibbs et al.•ARTICLE•Games and Culture•2024•Cited by: 1•References: 42

    This paper investigates how players perceive and understand the sociality afforded by online social video games (OSGs), framed by the COVID-19 pandemic. Utilizing data from semi-structured interviews ( n = 20), we apply Blumer's concept of symbolic interactionism to explore the ways in which video games take on new meanings in co-constructed, collaborative and contributory digital spaces. We argue (a) that games offer a meaningful social experien…

  • I wasn’t me, grieving in my room. I was Spiderman’

    Open Access•Matthew Spokes, Jack Denham et al.•ARTICLE•Mortality•2024•Cited by: 1•References: 10

    Building on Stroebe and Schut’s (1999) ‘dual process model’ (DPM), this paper draws on data from a survey of young people who identify as regular gamers (n=450) and semi-structured follow-up interviews (n=20) to understand video games as a form of self-care, and the positive and problematic encounters gamers experience in relation to immersion and escapism. The work is situated in relation to game/leisure studies, and extant research on different…

  • You Feel Like You've Found a Place Where You Belong

    Open Access•Caitlin Veal, Matt Coward-Gibbs et al.•ARTICLE•Games and Culture•2024•Cited by: 1•References: 42

    This paper investigates how players perceive and understand the sociality afforded by online social video games (OSGs), framed by the COVID-19 pandemic. Utilizing data from semi-structured interviews ( n = 20), we apply Blumer's concept of symbolic interactionism to explore the ways in which video games take on new meanings in co-constructed, collaborative and contributory digital spaces. We argue (a) that games offer a meaningful social experien…

Coronavirus disease 2019 (COVID-19 (2 works) · Psychology (2 works) · Social Psychology (2 works) · Social Psychology (2 works) · 2019-20 coronavirus outbreak (1 works) · Digital Games and Media (1 works) · Grief (1 works) · Grief, Bereavement, and Mental Health (1 works) · Homelessness and Social Issues (1 works) · Impact of Technology on Adolescents (1 works)

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