2021
Korkeila, Henry
Social Capital in Video Game Studies: A Scoping Review Journal Article
In: New Media & Society, vol. 2021, no. 146144482110547, 2021, ISSN: 1461-4448.
Abstract | Links | Tags: Digital games, Games, Scoping review, Social capital, Socialness, Video games
@article{Korkeila2021,
title = {Social Capital in Video Game Studies: A Scoping Review},
author = {Henry Korkeila},
url = {https://research.utu.fi/converis/portal/detail/Publication/67710434},
doi = {10.1177/14614448211054778},
issn = {1461-4448},
year = {2021},
date = {2021-11-14},
journal = {New Media & Society},
volume = {2021},
number = {146144482110547},
abstract = {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.},
keywords = {Digital games, Games, Scoping review, Social capital, Socialness, Video games},
pubstate = {published},
tppubtype = {article}
}
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.
