A2 Vertaisarvioitu katsausartikkeli tieteellisessä lehdessä

Social capital in video game studies: A scoping review




TekijätKorkeila Henry

KustantajaSage

Julkaisuvuosi2023

JournalNew Media and Society

Lehden akronyymiNMS

Vuosikerta25

Numero7

Aloitussivu1765

Lopetussivu1780

ISSN1461-4448

eISSN1461-7315

DOIhttps://doi.org/10.1177/14614448211054778

Verkko-osoitehttps://journals.sagepub.com/doi/10.1177/14614448211054778

Rinnakkaistallenteen osoitehttps://research.utu.fi/converis/portal/detail/Publication/67710434


Tiivistelmä

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.
This reprint may differ from the original in pagination and typographic detail. Please cite the original version.





Last updated on 2025-28-02 at 15:04