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[journal article]

dc.contributor.authorBreuer, Johannesde
dc.contributor.authorVelez, John A.de
dc.contributor.authorWulf, Timde
dc.contributor.authorRieger, Dianade
dc.contributor.authorBowman, Nicholas D.de
dc.date.accessioned2018-07-03T12:40:46Z
dc.date.available2018-07-03T12:40:46Z
dc.date.issued2018de
dc.identifier.issn2183-2439de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/57802
dc.description.abstractThis article conceptually integrates research on the experience of nostalgia -defined as a predominantly positive, social, and past-oriented emotion- into the fold of video game research. We emphasize the role of nostalgia as an explanation for contemporary retro gaming trends, and suggest that nostalgia towards gaming events is a necessary area of research. To those ends, we broadly review existing literature on nostalgia before specifically focusing on media-induced nostalgia, and demonstrate how theoretical and empirical observations from this work can be applied to understand video game nostalgia. In particular, we argue that engaging in older gaming experiences indirectly (via memories) and even directly (via replaying or recreating experiences) elicits nostalgia, which in turn contributes to players' self-optimization and enhanced well-being. Moreover, as gamers and the medium mature together, nostalgic experiences with the medium are likely to become increasingly prevalent. The broad aim of this article is to offer future directions for research on video game nostalgia and provide a research agenda for research in this area.en
dc.languageende
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.titleRunning head: video game nostalgia and retro gamingde
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.identifier.urlhttps://www.cogitatiopress.com/mediaandcommunication/article/view/1317de
dc.source.journalMedia and Communication
dc.source.volume6de
dc.publisher.countryMISC
dc.source.issue2de
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.thesozVideode
dc.subject.thesozvideoen
dc.subject.thesozSpielde
dc.subject.thesozplayingen
dc.subject.thesozNostalgiede
dc.subject.thesoznostalgiaen
dc.subject.thesozUnterhaltungde
dc.subject.thesozentertainmenten
dc.subject.thesozWohlbefindende
dc.subject.thesozwell-beingen
dc.identifier.urnurn:nbn:de:0168-ssoar-57802-2
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10061598
internal.identifier.thesoz10045837
internal.identifier.thesoz10074489
internal.identifier.thesoz10060762
internal.identifier.thesoz10045580
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
dc.source.pageinfo60-68de
internal.identifier.classoz1080404
internal.identifier.journal793
internal.identifier.document32
internal.identifier.ddc070
dc.source.issuetopicGames matter?: current theories and studies on digital gamesde
dc.identifier.doihttps://doi.org/10.17645/mac.v6i2.1317de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence16
internal.identifier.pubstatus1
internal.identifier.review1
internal.dda.referencehttps://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/1317
internal.check.abstractlanguageharmonizerCERTAIN
internal.check.languageharmonizerCERTAIN_RETAINED


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