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Measuring the capacity of active video games for social interaction: The Social Interaction Potential Assessment tool / Clover Maitland, Joanna Granich, Rebecca Braham, Ashleigh Thornton, Renee Teal, Gareth Stratton, Michael Rosenberg

Computers in Human Behavior, Volume: 87, Pages: 308 - 316

Swansea University Author: Gareth Stratton

Abstract

Active Video Games (AVGs) have been designed and promoted for family centred leisure in the home. However, few studies have investigated their capacity to facilitate psychosocial outcomes. This study aimed to establish a reliable system to rate the potential of AVGs to facilitate social interaction...

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Published in: Computers in Human Behavior
ISSN: 0747-5632
Published: 2018
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URI: https://cronfa.swan.ac.uk/Record/cronfa40505
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first_indexed 2018-05-29T19:04:08Z
last_indexed 2018-08-07T12:53:50Z
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spelling 2018-08-07T10:03:21.9578381 v2 40505 2018-05-29 Measuring the capacity of active video games for social interaction: The Social Interaction Potential Assessment tool 6d62b2ed126961bed81a94a2beba8a01 0000-0001-5618-0803 Gareth Stratton Gareth Stratton true false 2018-05-29 STSC Active Video Games (AVGs) have been designed and promoted for family centred leisure in the home. However, few studies have investigated their capacity to facilitate psychosocial outcomes. This study aimed to establish a reliable system to rate the potential of AVGs to facilitate social interaction among players. A conceptual framework was developed to establish the core elements of the Social Interaction Potential Assessment Tool (SIPA). Four raters implemented the SIPA across five AVGs. ANOVAs were conducted to establish the ability of the SIPA to differentiate between AVGs and inter- and intra-rater reliability was tested. The overall SIPA could differentiate between AVGs social features. A significant difference was found for Social Facilitators and Pro-social Features, but not for Anti-social Features (p < 0.05). The overall SIPA exhibited excellent inter-rater (ICC = 0.92) and intra-rater (ICCs = 0.95 - 0.99) reliability. This study identified the core elements of AVGs that enable social interaction. The SIPA tool can assess AVGs’ potential to facilitate social interaction among players. Subsequently, the SIPA rating can provide consumers with valuable information on which to base AVG purchasing decisions. Journal Article Computers in Human Behavior 87 308 316 0747-5632 children; social interaction; electronic games; physical activity; measurement 31 12 2018 2018-12-31 10.1016/j.chb.2018.05.036 COLLEGE NANME Sport and Exercise Sciences COLLEGE CODE STSC Swansea University 2018-08-07T10:03:21.9578381 2018-05-29T15:00:07.1896337 College of Engineering Sports Science Clover Maitland 1 Joanna Granich 2 Rebecca Braham 3 Ashleigh Thornton 4 Renee Teal 5 Gareth Stratton 0000-0001-5618-0803 6 Michael Rosenberg 7 0040505-29052018150218.pdf maitland2018.pdf 2018-05-29T15:02:18.1700000 Output 869365 application/pdf Accepted Manuscript true 2019-05-28T00:00:00.0000000 true eng
title Measuring the capacity of active video games for social interaction: The Social Interaction Potential Assessment tool
spellingShingle Measuring the capacity of active video games for social interaction: The Social Interaction Potential Assessment tool
Gareth, Stratton
title_short Measuring the capacity of active video games for social interaction: The Social Interaction Potential Assessment tool
title_full Measuring the capacity of active video games for social interaction: The Social Interaction Potential Assessment tool
title_fullStr Measuring the capacity of active video games for social interaction: The Social Interaction Potential Assessment tool
title_full_unstemmed Measuring the capacity of active video games for social interaction: The Social Interaction Potential Assessment tool
title_sort Measuring the capacity of active video games for social interaction: The Social Interaction Potential Assessment tool
author_id_str_mv 6d62b2ed126961bed81a94a2beba8a01
author_id_fullname_str_mv 6d62b2ed126961bed81a94a2beba8a01_***_Gareth, Stratton
author Gareth, Stratton
author2 Clover Maitland
Joanna Granich
Rebecca Braham
Ashleigh Thornton
Renee Teal
Gareth Stratton
Michael Rosenberg
format Journal article
container_title Computers in Human Behavior
container_volume 87
container_start_page 308
publishDate 2018
institution Swansea University
issn 0747-5632
doi_str_mv 10.1016/j.chb.2018.05.036
college_str College of Engineering
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hierarchy_top_id collegeofengineering
hierarchy_top_title College of Engineering
hierarchy_parent_id collegeofengineering
hierarchy_parent_title College of Engineering
department_str Sports Science{{{_:::_}}}College of Engineering{{{_:::_}}}Sports Science
document_store_str 1
active_str 0
description Active Video Games (AVGs) have been designed and promoted for family centred leisure in the home. However, few studies have investigated their capacity to facilitate psychosocial outcomes. This study aimed to establish a reliable system to rate the potential of AVGs to facilitate social interaction among players. A conceptual framework was developed to establish the core elements of the Social Interaction Potential Assessment Tool (SIPA). Four raters implemented the SIPA across five AVGs. ANOVAs were conducted to establish the ability of the SIPA to differentiate between AVGs and inter- and intra-rater reliability was tested. The overall SIPA could differentiate between AVGs social features. A significant difference was found for Social Facilitators and Pro-social Features, but not for Anti-social Features (p < 0.05). The overall SIPA exhibited excellent inter-rater (ICC = 0.92) and intra-rater (ICCs = 0.95 - 0.99) reliability. This study identified the core elements of AVGs that enable social interaction. The SIPA tool can assess AVGs’ potential to facilitate social interaction among players. Subsequently, the SIPA rating can provide consumers with valuable information on which to base AVG purchasing decisions.
published_date 2018-12-31T04:00:57Z
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