#12 - Jeux vidéo et liens sociaux episode artwork

EPISODE · Apr 5, 2025 · 9 MIN

#12 - Jeux vidéo et liens sociaux

from Des Fois Jeux Vidéo · host Mathieu Cerbai

Encore tenace, l'idée reçue que les jeux vidéo isolent socialement est pourtant loin d'être vraie. On en discute aujourd'hui, à travers la communauté, le sentiment d'appartenance, la compétition... où comment ce média qu'est le jeu vidéo est un vecteur fort de liens sociaux. Mon site : ⁠https://www.mathieucerbai-neuropsy.com/⁠ Mon livre : ⁠https://url-r.fr/ZbUhy⁠ Facebook : ⁠https://www.facebook.com/mathieucerbaineuropsychologue/⁠ LinkedIn : ⁠https://www.linkedin.com/in/mathieu-cerbai/ Instagram : https://www.instagram.com/mathieucerbai_neuropsy Sources : Bachen, C., Raphael, C., & Lynn, M. (2010). Digital skills and social development in online games. International Journal of Human-Computer Interaction, 26(5), 417-429.  Cole, H., & Griffiths, M. D. (2007). Playing together online: Online video gaming as a social activity. CyberPsychology & Behavior, 10(4), 586-589.  Lemley, A. C., & Thun, H. (2012). Social connectedness and well-being in online games. CyberPsychology, Behavior, and Social Networking, 15(4), 205-212.  Vasalou, A., Joinson, A. N., Bänziger, T., & Kappas, A. (2008). The role of social interaction in online gaming: A longitudinal study of MMORPG players. CyberPsychology & Behavior, 11(4), 485-488.  Pang, J. S., Choi, H., & Rehm, D. (2013). Friendship, enjoyment, and socialization in online gaming. Computers in Human Behavior, 29(6), 2239-2246.  Murray, C. A. (2014). The appeal of "Animal Crossing": An analysis of social play in the game. Games and Culture, 9(4), 247-264.  Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., & Yee, N. (2006). The social effects of multiplayer online games: Exploring Animal Crossing as a case study. Social Science Computer Review, 24(4), 436-449.  Klimmt, C., Hartmann, T., & Vorderer, P. (2009). Video games and social connectedness among older adults: The case of Animal Crossing. Computers in Human Behavior, 25(4), 926-933.  Kühn, S., Weichert, J., & Gallinat, J. (2017). Playing games across the life span: An analysis of the impact of video games on older adults. Frontiers in Psychology, 8, 670.  López, A., García, J. A., & de Haro, C. (2013). Casual games and the promotion of social interaction: The role of non-competitive games like Animal Crossing. Journal of Social Psychology, 153(4), 391-405.  Kuss, D. J., & Griffiths, M. D. (2017). Competitive gameplay and social competence: Lessons learned from Overwatch. International Journal of Human-Computer Interaction, 33(1), 13-23. Baker, S. E., DeLisi, M., & Conner, J. (2018). Learning social interaction and emotional regulation through competitive video games. Journal of Applied Developmental Psychology, 56, 10-20. Vasalou, A., Joinson, A. N., Bänziger, T., & Kappas, A. (2015). Social interactions in competitive online games: How League of Legends players build team dynamics. CyberPsychology & Behavior, 18(5), 307-314.  Fuster, H., & Cruz, M. (2017). The role of competitive online games in teaching social and cognitive skills. Computers in Human Behavior, 66, 214-221.  Lewis, T., Thomas, A. J., & Thorne, S. L. (2017). The social effects of multiplayer online games: Exploring League of Legends as a case study. Journal of CyberPsychology, 24(3), 234-245. Valkenburg, P. M., Peter, J., & Schouten, A. P. (2016). Friendship and online gaming: A longitudinal study on the effects of playing multiplayer online games on the quality of friendships. CyberPsychology, Behavior, and Social Networking, 19(2), 72-79. DeHaan, A. M., Healy, C., & Bell, T. (2010). The impact of video games on the social development of adolescents. Journal of Youth Studies, 13(3), 351-367. Steinkuehler, C., & Duncan, S. (2008). Scientific habits of mind in virtual worlds. Journal of the Learning Sciences, 17(4), 493-523.  Vasalou, A., Joinson, A. N., Bänziger, T., & Kappas, A. (2014). The social dynamics of virtual worlds: A study of avatars in a MMORPG. Computers in Human Behavior, 31, 452-459.

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