Finding and building connections
Author(s) -
Ella Horton,
Daniel Johnson,
Jo Mitchell
Publication year - 2016
Publication title -
qut eprints (queensland university of technology)
Language(s) - English
Resource type - Conference proceedings
DOI - 10.1145/3010915.3011857
Subject(s) - social connectedness , mental health , isolation (microbiology) , social isolation , psychology , style (visual arts) , computer science , social psychology , internet privacy , microbiology and biotechnology , archaeology , history , biology , psychotherapist
Social isolation is a predictor of poor mental health outcomes while social connectedness leads to positive mental health and wellbeing outcomes. Although videogames offer the technical capabilities to play with others globally, historically limited support has been provided to connect with others who have similar goals, interests and motivations. Skill-based matchmaking is the dominant approach to connecting players, however, a number of services have emerged which seek to connect players based on factors other than skill, such as game type, play style, location, and interests. This has potential for gameplay to facilitate social connectedness and positively impact wellbeing. As part of a larger program of research, we present a review of existing matchmaking services which connect players on the basis of factors other than skill. A total of eight services were identified, two of which were strongly socially motivated
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