Lecture: Social Interaction in Video Games

I was recently invited to give a lecture at the University of Amsterdam’s new “Gaming Studies” Master’s program. An exciting proposition, and a good excuse to sharpen my knowledge. Here’s the Lecture Description I provided which I now have to live up to 😀

 

Anti-social refuge or social haven: The social structures and functions of modern gaming

The goal of this interactive lecture is to elaborate on the means by which video games foster various forms of social interaction. The in-game and “real world” social contexts that video games foster will be covered. Central to this discussion is the examination of video games as either an escape from or a haven for social interaction. To explore these themes, this lecture calls on literature from the fields of communications, and social, clinical, positive, and developmental psychology. A history of social gaming is also provided.

 

Lecturer:          Adam Lobel

[email protected]        @GrowingUpGaming

PhD Candidate, Behavioural Science Insititute, Radboud University Nijmegen

 

Literature:

1. Virtually real: A psychological perspective on massively multiplayer online games. (Barnett & Coulson, 2010, Review of General Psychology)

2. (A)Social reputation: Exploring the relationship between online video game involvement and social competence. (Kowert & Oldmeadow, 2013, Computers in Human Behavior)

 

Further reading:

1. An analysis of socioemotional and task communication in online multiplayer video games. (Peña & Hancock, 2006, Communications Research)

2. Personality differences between online game players and nonplayers in a student sample. (Teng, 2008, CyberPsychology & Behavior)

Adam Lobel

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