A2 Vertaisarvioitu katsausartikkeli tieteellisessä lehdessä
Social capital in video game studies: A scoping review
Tekijät: Korkeila Henry
Kustantaja: Sage
Julkaisuvuosi: 2023
Journal: New Media and Society
Lehden akronyymi: NMS
Vuosikerta: 25
Numero: 7
Aloitussivu: 1765
Lopetussivu: 1780
ISSN: 1461-4448
eISSN: 1461-7315
DOI: https://doi.org/10.1177/14614448211054778
Verkko-osoite: https://journals.sagepub.com/doi/10.1177/14614448211054778
Rinnakkaistallenteen osoite: https://research.utu.fi/converis/portal/detail/Publication/67710434
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.
Ladattava julkaisu This is an electronic reprint of the original article. |