Caitlin Veal
Biographic Data
| ID | 3589729 |
|---|---|
| NAME | Caitlin Veal |
| GIVEN NAMES | Caitlin |
| FAMILY NAME | Veal |
| SIGNATURE | VEAL C |
| AFFILIATIONS | York St John University |
| ORCID | 0000-0002-5394-2881 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 2 |
| AUTHOR COUNT | 2 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2024 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 1 |
I wasn’t me, grieving in my room. I was Spiderman’
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
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’
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
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’
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
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)