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research-article

Social gaming: : A systematic review

Published: 01 October 2023 Publication History

Abstract

Digital games often constitute a shared activity where people can spend time together, communicate and socialize. Several commercial titles place social interaction at the center of their design. Prior works have investigated the social outcomes of gaming, and factors that impact the experience. Yet, we lack a comprehensive understanding of how social gaming has been approached and explored before. In this work, we present a systematic review covering 263 publications, gathered in February 2021, that study gaming experiences involving more than one person, with a focus on the social element that emerges among partakers (players and/or spectators). We contribute with a systematized understanding of (1) how the topic is being defined and approached, (2) what facets (mainly in terms of outcomes and determinants of the experience) are being acknowledged and (3) the methodologies leveraged to examine these. Our analysis, based on mixed deductive and inductive coding, reveals relevant gaps and tendencies, including (1) the emphasis in novel technologies and unconventional games, (2) the apparent negligence of player diversity, and (3) lower ecological validity associated with totally mediated evaluations and a lack of established constructs to assess social outcomes.

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Highlights

Social gaming is multifaceted, encompassing varied social roles (e.g., spectator), interactions, and outcomes.
Prior work tends to explore collaboration and elements of novelty, including hybrid design and alternative controllers.
Few works map how specific factors affect the experience, in particular those associated with the players and the context.
Methodological limitations include a lack of in-the-wild studies and established constructs to assess social outcomes.

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cover image Computers in Human Behavior
Computers in Human Behavior  Volume 147, Issue C
Oct 2023
409 pages

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Elsevier Science Publishers B. V.

Netherlands

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Published: 01 October 2023

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  1. Gaming
  2. Social interaction
  3. Social needs
  4. Sociability

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