Running Head: Video Game Nostalgia and Retro Gaming
Autor(a) principal: | |
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Data de Publicação: | 2018 |
Outros Autores: | , , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | https://doi.org/10.17645/mac.v6i2.1317 |
Resumo: | This 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. |
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Running Head: Video Game Nostalgia and Retro Gamingentertainment; nostalgia; retro gaming; video games; well-beingThis 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.Cogitatio2018-06-07info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.17645/mac.v6i2.1317oai:ojs.cogitatiopress.com:article/1317Media and Communication; Vol 6, No 2 (2018): Games Matter? Current Theories and Studies on Digital Games; 60-682183-2439reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://www.cogitatiopress.com/mediaandcommunication/article/view/1317https://doi.org/10.17645/mac.v6i2.1317https://www.cogitatiopress.com/mediaandcommunication/article/view/1317/1317Copyright (c) 2018 Tim Wulf, Nicholas D. Bowman, Diana Rieger, John A. Velez, Johannes Breuerhttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessWulf, TimBowman, Nicholas D.Rieger, DianaVelez, John A.Breuer, Johannes2022-12-20T10:59:20Zoai:ojs.cogitatiopress.com:article/1317Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:21:17.331369Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Running Head: Video Game Nostalgia and Retro Gaming |
title |
Running Head: Video Game Nostalgia and Retro Gaming |
spellingShingle |
Running Head: Video Game Nostalgia and Retro Gaming Wulf, Tim entertainment; nostalgia; retro gaming; video games; well-being |
title_short |
Running Head: Video Game Nostalgia and Retro Gaming |
title_full |
Running Head: Video Game Nostalgia and Retro Gaming |
title_fullStr |
Running Head: Video Game Nostalgia and Retro Gaming |
title_full_unstemmed |
Running Head: Video Game Nostalgia and Retro Gaming |
title_sort |
Running Head: Video Game Nostalgia and Retro Gaming |
author |
Wulf, Tim |
author_facet |
Wulf, Tim Bowman, Nicholas D. Rieger, Diana Velez, John A. Breuer, Johannes |
author_role |
author |
author2 |
Bowman, Nicholas D. Rieger, Diana Velez, John A. Breuer, Johannes |
author2_role |
author author author author |
dc.contributor.author.fl_str_mv |
Wulf, Tim Bowman, Nicholas D. Rieger, Diana Velez, John A. Breuer, Johannes |
dc.subject.por.fl_str_mv |
entertainment; nostalgia; retro gaming; video games; well-being |
topic |
entertainment; nostalgia; retro gaming; video games; well-being |
description |
This 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. |
publishDate |
2018 |
dc.date.none.fl_str_mv |
2018-06-07 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://doi.org/10.17645/mac.v6i2.1317 oai:ojs.cogitatiopress.com:article/1317 |
url |
https://doi.org/10.17645/mac.v6i2.1317 |
identifier_str_mv |
oai:ojs.cogitatiopress.com:article/1317 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://www.cogitatiopress.com/mediaandcommunication/article/view/1317 https://doi.org/10.17645/mac.v6i2.1317 https://www.cogitatiopress.com/mediaandcommunication/article/view/1317/1317 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2018 Tim Wulf, Nicholas D. Bowman, Diana Rieger, John A. Velez, Johannes Breuer http://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2018 Tim Wulf, Nicholas D. Bowman, Diana Rieger, John A. Velez, Johannes Breuer http://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Cogitatio |
publisher.none.fl_str_mv |
Cogitatio |
dc.source.none.fl_str_mv |
Media and Communication; Vol 6, No 2 (2018): Games Matter? Current Theories and Studies on Digital Games; 60-68 2183-2439 reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
repository.mail.fl_str_mv |
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1799130659567960064 |