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  • Videogame Play and Wellbeing among a First Episode Psychosis Population

    Author(s)
    Johnson, D
    Gore-Jones, V
    Dark, F
    Parker, SD
    Foley, S
    Mandryk, RL
    Griffith University Author(s)
    Parker, Stephen D.
    Gore-Jones, Victoria E.
    Year published
    2021
    Metadata
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    Abstract
    With ongoing interest in the relationship between videogame and mental health alongside recent focus on gaming's role in coping with stressful life events, we sought to explore the relationship between videogame play and wellbeing among people experiencing their first episode of psychosis. Specifically, we aimed to explore the associations between videogame play and wellbeing among consumers of a first episode psychosis (FEP) service and further to compare their motivations for play, need satisfaction, passion for play and wellbeing to a control group. A sample of 88 people experiencing FEP (57 who played videogames and 31 ...
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    With ongoing interest in the relationship between videogame and mental health alongside recent focus on gaming's role in coping with stressful life events, we sought to explore the relationship between videogame play and wellbeing among people experiencing their first episode of psychosis. Specifically, we aimed to explore the associations between videogame play and wellbeing among consumers of a first episode psychosis (FEP) service and further to compare their motivations for play, need satisfaction, passion for play and wellbeing to a control group. A sample of 88 people experiencing FEP (57 who played videogames and 31 who did not) and a control sample of 46 (all of whom played videogames) completed a survey containing a range of questionnaires related to the variables of interest. Key findings include that among those experiencing FEP, people who played videogames reported better wellbeing outcomes than those who did not. Among participants who played videogames, the FEP sample reported lower levels of need satisfaction through gaming, lower levels of harmonious passion, higher levels of external types of motivation and lower levels of internal types of motivation for play than the control group. Finally, the relationships between passion orientation (both harmonious and obsessive) and psychological distress were stronger in the control group than the FEP sample, suggesting that passion for gaming may be less influential on wellbeing for those experiencing FEP.
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    Conference Title
    Proceedings of the ACM on Human-Computer Interaction
    Volume
    5
    Issue
    CHI PLAY
    DOI
    https://doi.org/10.1145/3474708
    Subject
    Software quality, processes and metrics
    Psychology
    Sociology
    Publication URI
    http://hdl.handle.net/10072/410370
    Collection
    • Conference outputs

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