Running Head: Video Game Nostalgia and Retro Gaming

Detalhes bibliográficos
Autor(a) principal: Wulf, Tim
Data de Publicação: 2018
Outros Autores: Bowman, Nicholas D., Rieger, Diana, Velez, John A., Breuer, Johannes
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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spelling 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
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dc.identifier.uri.fl_str_mv https://doi.org/10.17645/mac.v6i2.1317
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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)
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