The Place of Self-Esteem and Social Life in Interactive Virtual Gaming: A Mixed-Methods Investigation into the Lived Experience of Pokémon Go Players
Prof Doc Thesis
Rasqui, S. 2019. The Place of Self-Esteem and Social Life in Interactive Virtual Gaming: A Mixed-Methods Investigation into the Lived Experience of Pokémon Go Players. Prof Doc Thesis University of East London School of Psychology https://doi.org/10.15123/uel.874y1
Authors | Rasqui, S. |
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Type | Prof Doc Thesis |
Abstract | Internet Gaming Disorder (IGD) has been incorporated in the International Classification of Diseases (ICD-11; June, 2018) following extensive research indicating that virtual gaming is addictive for many. Maladaptive play affects players’ social relationships and self-esteem in particular, and can lead to other mental health conditions. Meanwhile, Pokémon Go (PG) was launched in 2016 as a unique game that leads players to venture outside to catch Pokémon characters on mobile devices, encouraging interactions with others. Various writers assert that PG can deliver mental health benefits—although this has not yet been confirmed by substantive evidence. This study examined the perceptions and experiences of playing PG, from the perspectives of players themselves, emphasising any changes they may have experienced in their self-esteem and social lives as a result, while exploring its potential for maladaptive play. |
Year | 2019 |
Publisher | University of East London |
Digital Object Identifier (DOI) | https://doi.org/10.15123/uel.874y1 |
File | License File Access Level Anyone |
Publication dates | |
Online | Jan 2019 |
Publication process dates | |
Deposited | 21 Nov 2019 |
https://repository.uel.ac.uk/item/874y1
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