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Serious Video Games and Psychology

merp

Manakete
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^ Maybe use this while you're at it.

I found this video and got interested in what else we could find out regarding the intersection between video games and psychology.




Oh yeah, and you don't have to necessarily be S E R I O U S because of the fact that we're talking about a S E R I O U S topic; just bring up studies and media reports you think are relevant and discuss whatever regarding how psychology affects video games and vice versa.
 
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If I had the time and a psych degree I'd totally study the intersection of "green spaces" in video games and if they're soothing / calming to people when done right. I think research has shown that walks in nature are calming, stress and anxiety reducers.

Like you can't tell me that the forests in Chrono Trigger weren't chill AF when this is the music that plays in them:

 
I do find the exploration, the ambience when just wandering around in Skyrim or BOTW or games like that really pleasing and calming. The light sense of discovery, of idly poking around in a fantasy landscape outdoors where harmless wildlife and forests and water exist alongside both more dangerous opponents and wonderful views.

The darker side of psychology in games is gacha/lootbox stuff, and gaming companies employing casino tactics and all the psychological analysis of players and gambling that goes with it, but it’s a wide area of discussion :)
 
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This thread flopped.

I must understand the psycho-sexual forces behind this.

I always had the impression Jung was more strongly applicable to games -- and to various forms of storytelling as a whole -- than Freud.

For instance, some flaunt their interactions with video games, constructing an entire persona around the medium.

Not that I would necessarily recommend forming one's thoughts on psychology all around this.
 
@merp thanks for the gentle reminder :)

Had a chance to watch. While a bit drawn out, it was a good reminder about how games can compliment our lives well, I definitely find myself reaching for games that fill the "gap" in my day. eg..

Stuck inside in meetings all day? Sure, an open world with as few people as possible sounds great!
Quiet calm day at home? Multiplayer it is, usually as an excuse to catch up with someone.
Killing time before bed and my mind is running? A strategy game will put me to sleep lol.


I'll have to take that gamer motivation profile mentioned + linked in the video, surprised no one here has yet!

Funny enough, my last therapist actually recommended this book to me and it's on my read list

 
I always had the impression Jung was more strongly applicable to games -- and to various forms of storytelling as a whole -- than Freud.

For instance, some flaunt their interactions with video games, constructing an entire persona around the medium.

Not that I would necessarily recommend forming one's thoughts on psychology all around this.
Eh, I used to feel that way, but these days I think Jung was a crank. People shit on Freud, but I'd take mediocre science over pseudoscience any day. You can iterate on Freud. If you iterate on Jung you get Myers Briggs. His ideas are fun to play with but not really actually descriptive of the human experience.

Same with another Jung disciple, Joseph Campbell. It turns out the monomyth doesn't describe much of anything in the history of human storytelling, but if you want to build a story from it it's a fun template.
 
Well as a psychiatrist myself and avid video gamer for more than 30 years I can say that there are many beneficial aspects of video gaming which are substantiated scientifically. Will watch the video later on
 
Eh, I used to feel that way, but these days I think Jung was a crank. People shit on Freud, but I'd take mediocre science over pseudoscience any day. You can iterate on Freud. If you iterate on Jung you get Myers Briggs. His ideas are fun to play with but not really actually descriptive of the human experience.

Same with another Jung disciple, Joseph Campbell. It turns out the monomyth doesn't describe much of anything in the history of human storytelling, but if you want to build a story from it it's a fun template.
This is pretty much true.

Joseph Campbell and Jung also borrowed from fascist sources and beliefs (well, Joseph Campbell was somewhat of a mixed bag and not always consistently in that department, but he took from certain dumb myths parroted by the Nazis and other fascist academia, I believe, that are often not acknowledged nowadays).
 
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Going through this one right now:


With the increasing ubiquity of digital technologies, a growing number of children, youths, and adults are using digital devices to communicate with each other and engage in gaming practices. For instance, from 2016 to 2020 in Singapore, individual smart phone usage increased from 48% to 78% for children under 15, 92%–100% for 15–24-year-olds, 76%–98% for 25–74-year-olds, and 11%–60% for those 75 and above (Infocomm Media Development Authority, 2021). Digital play is critical for enabling children and young adults to develop the skills and social-emotional wellbeing (Shoshani et al., 2021) needed in their daily lives. In schools, digital technologies have been integrated into evolving educational policies and programmes assessing social-emotional learning. These programmes highlight the endeavour of educational researchers to find suitable digital tools to measure students’ performance (Abrahams et al., 2019).

Studies investigating students' digital literacies have shown that few of their perceived skills relate to their actual performance and that, generally, students significantly overestimate their actual competencies, especially their social-emotional skills (e.g., Porat et al., 2018). Social-emotional skills have a strong correlation with emotional intelligence and are a fundamental component of emotional intelligence. Emotional intelligence is defined as the ability to monitor one's own and others' emotions, to distinguish between these emotions, and to use the emotional information to guide one's thinking and actions. This ability can be learned and taught (Salovey & Mayer, 1990) using video games (Carissoli & Villani, 2019). Salovey and Mayer (1990) described emotional intelligence as a set of conceptually related mental processes involving emotional information. The mental processes include appraising and expressing emotions in the self and others, regulating emotion in the self and others, and using emotions in adaptative ways (Salovey & Mayer, 1990). Video games can promote emotional intelligence because they allow one to experience positive emotions, undo persistent negative emotions, and improve resilience (Granic et al., 2014). Video games may also allow one to become intrinsically motivated to gain competence, autonomy, and satisfy the need of relatedness, which are all correlated with emotional regulation and mental wellbeing (Przybylski et al., 2010). Additionally, video games can train players to regulate negative emotions when they experience anger, fear, anxiety, sadness, and frustration in the game world, and to learn how to recognise and manage these difficult emotions in the safe environment of video games (Granic et al., 2014) through reflection and think-aloud (Toh & Kirschner, 2020).

Guess you're not wrong. @AshenMortality
 
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One thing I can tell from the pages on Google Scholar is that video games seem to help with stress but also being socially active and fluent, so to speak.

It's interesting because the social aspect of video games may also partly be why I play 'em.
 
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