In Pursuit of Play
Toward a Social Cognitive Understanding of Determinants of Digital Play
Bibliographic Data
| ID | 12387178 |
|---|---|
| Authors | Frederik De Grove (0000-0002-1220-7151, Department of Communication Sciences; Ghent University, Research Group for Media and ICT (iMinds-MICT); Ghent Belgium, corresponding author), Veroline Cauberghe (0000-0003-0713-8486, Department of Communication Sciences; Ghent University, Center for Persuasive Communication (CEPEC); Ghent Belgium), Jan Van Looy (0000-0002-2498-7028, Department of Communication Sciences; Ghent University, Research Group for Media and ICT (iMinds-MICT); Ghent Belgium) |
| Year | 2014 |
| Volume | 24 |
| Issue | 2 |
| Pages | 205-223 |
| Publication date | 2014-04-08 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Communication Theory (JOURNAL) |
| Journal identifiers | ISSN: 1050-3293 • E-ISSN: 1468-2885 |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1111/comt.12030 |
| OpenAlex | W2112240689 |
| Language | EN |
| Citations received | 5 |
| References cited | 35 |
Over the years, reasons for playing digital games have been studied from a variety of perspectives. A systematic, theoretically and empirically grounded conceptual framework which takes into account the specificity of gaming as a contextualized social, rule-based, narrative, and systemic practice has hitherto been lacking however. This paper proposes such a framework based on social cognitive theory and elaborated on by means of 37 in-depth interviews. Understanding digital play is conceptualized as a reciprocal system of play behavior, individual factors, and environmental aspects. This approach offers a flexible framework for understanding determinants of playing games in a variety of contexts while taking into account the specific characteristics of the medium
Cognition · Information and Communications Technology · Library science · Media studies · Political science · Social media · Sociology · Computer Science · Digital Games and Media · Law · Media Influence and Health · Psychology · Social Media and Politics
Development and validation of the player experience inventory
The role of wishful identification, emotional engagement, and parasocial relationships in repeated viewing of live-streaming games
Enabled Players
Research on the influence of balance patch on players' character preference
I Bond, I Engage, I Visit
Summated Rating Scale Construction
Measuring and defining the experience of immersion in games
A grounded investigation of game immersion
GameFlow
The Motivational Pull of Video Games
Flow
Playing online games against computer- vs. human-controlled opponents
The Role of Flow Experience in Cyber-Game Addiction
Self-Efficacy
Man, Play and Games
The Social shaping of technology
Media repertoires as a result of selective media use. A conceptual approach to the analysis of patterns of exposure
Death with a Story
Defining Media Enjoyment as the Satisfaction of Intrinsic Needs
Psychological Escapism
The Video Game Theory Reader
Motivations for Play in Online Games
Self-efficacy
Uses and Gratifications Theory in the 21st Century
Who plays, how much, and why? Debunking the stereotypical gamer profile
Enjoyment
The Problem of Media Habits
Rethinking the Media Audience
Uses and Gratifications Research
The unbearable automaticity of being
Homo ludens
"On the Use of the Mass Media as "Escape
At Least Nine Ways to Play
| Unique citing works | 5 |
|---|---|
| Citations per year | 0,83 |
| Citation span | 2020 - 2026 (7) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 5 |