Social capital in video game studies: A scoping review

dc.contributor.authorKorkeila Henry
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Degree Programme in Digital Culture, Landscape and Cultural Heritage|
dc.contributor.organization-code2602214
dc.converis.publication-id67710434
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/67710434
dc.date.accessioned2022-10-28T12:46:28Z
dc.date.available2022-10-28T12:46:28Z
dc.description.abstract<p>This study explored how social capital has been utilized in video-game studies by conducting a scoping review. In total, 74 peer-reviewed publications were analysed from three different databases. The following aspects pertaining to social capital were analysed: definition, methodology, game or genre as stimulus, its utilization inside or outside the stimulus, whether it was the sole concept or variable, how it was utilized, whether social capital was used to predict variables or whether variables were used to predict it, and what where the predicted or predicting variables. The results of the analysis show that Putnam’s research, the quantitative method and Massively Multiplayer Online Role-Playing Games were most commonly combined. Social capital was predominantly utilized in binary form. It was utilized almost equally inside and outside the video games’ sphere of influence. The study then presents the main findings and discusses future research avenues.<br></p>
dc.format.pagerange1780
dc.identifier.eissn1461-7315
dc.identifier.jour-issn1461-4448
dc.identifier.olddbid178866
dc.identifier.oldhandle10024/161960
dc.identifier.urihttps://www.utupub.fi/handle/11111/36436
dc.identifier.urlhttps://journals.sagepub.com/doi/10.1177/14614448211054778
dc.identifier.urnURN:NBN:fi-fe2021120158410
dc.language.isoen
dc.okm.affiliatedauthorKorkeila, Henry
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA2 Scientific Article
dc.publisherSage
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.doi10.1177/14614448211054778
dc.relation.ispartofjournalNew Media and Society
dc.relation.issue7
dc.relation.volume25
dc.source.identifierhttps://www.utupub.fi/handle/10024/161960
dc.titleSocial capital in video game studies: A scoping review
dc.year.issued2023

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