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Media and Communication
Article . 2025 . Peer-reviewed
License: CC BY
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Jyväskylä University Digital Archive
Article . 2025 . Peer-reviewed
License: CC BY
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Introduction of the Digital Gaming Relationship

Authors: Miikka Sokka; Kwok Ng; Sami Kokko; Pasi Koski;

Introduction of the Digital Gaming Relationship

Abstract

In recent decades, there has been a growing interest in studying the appeal of digital games. However, there is still a call for further research, especially on the theoretical and methodological advancements. Hence, a novel approach and a concept of the Digital Gaming Relationship (DGR) is presented. The DGR model is adapted from earlier work on physical activity and with the central concept as “meaning,” it provides an alternative perspective to motivation-oriented literature for the field of game studies. With this approach, the fundamental view is that each person has a varying relationship with digital games and gaming over their life span. The relationship builds on the individual’s encounters with the social world of digital gaming and its cultural meanings. In the long term, accruing digital gaming-related knowledge, experiences, and emotional connections contributes to a rich tapestry of meaning, thus creating a deep and meaningful relationship capable of shaping one’s actions, behaviors, and even identity. The framework theorizes the mechanisms of an individual’s socialization process to the digital gaming world and illustrates that the relationship with digital games includes much more than just playing them. In this article, the theoretical roots and key concepts of the DGR are introduced, and the practical applicability of the approach is discussed.

Countries
Finland, Lithuania, Ireland
Keywords

digital game studies, digital gaming, nationalization, Screen and digital media, videopelit, hyvinvointi, Computerspiel, Digitale Medien, significance, Sozialisierung, pelikulttuuri, Signifikanz, digital media, statistical significance, Communication. Mass media, socialization, video games, meaning, P87-96, pelitutkimus, sosiaaliset suhteet, digital game studies; digital gaming; digital gaming relationship; social world; video games, digital gaming relationship, Terveyskasvatus, social world, Health Promotion and Health Education, merkitys (tärkeys), Bedeutung, computer game, Sports science and exercise, digitaaliset pelit

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    Top 10%
    influence
    This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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    impulse
    This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
4
Top 10%
Average
Top 10%
Green
gold