Abstract
In this paper we investigate the practice of using video games for digital emotion regulation. In a two-week diary study we collected participants' records on their emotional states and video games experience. Our findings show that people use video games to respond to their reality, to socialise and communicate with their friends. We also show that video games lead to intentional and unintentional emotional outcomes depending on different aspects of the game. Our work provides insights on using video games for digital emotion regulation and directions for future research.
Original language | English |
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Title of host publication | Proceedings of the 32nd Australian Computer-Human Interaction Conference (OzCHI 2020) |
Editors | Naseem Ahmadpour, Tuck Leong, Bernd Ploderer, Callum Parker, Sarah Webber, Diego Munoz, Lian Loke, Martin Tomitsch |
Place of Publication | New York NY USA |
Publisher | Association for Computing Machinery (ACM) |
Pages | 755-759 |
Number of pages | 5 |
ISBN (Electronic) | 9781450389754 |
DOIs | |
Publication status | Published - 2020 |
Externally published | Yes |
Event | Australian Computer-Human Interaction Conference 2020 - Online, Australia Duration: 2 Dec 2020 → 4 Dec 2020 Conference number: 32nd https://dl.acm.org/doi/proceedings/10.1145/3441000 (Proceedings) http://www.ozchi.org/2020/#:~:text=15%20October%202020%3A,industry%20practitioners%2C%20academics%20and%20students. (Website) |
Conference
Conference | Australian Computer-Human Interaction Conference 2020 |
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Abbreviated title | OzCHI 2020 |
Country/Territory | Australia |
Period | 2/12/20 → 4/12/20 |
Internet address |
Keywords
- digital emotion regulation
- emotional well-being
- Emotions
- smartphones
- video games
Press/Media
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3 items of Media coverage, 1 Media contribution
Press/Media: Article/Feature