Social capital in video game studies: A scoping review

5Citations
Citations of this article
25Readers
Mendeley users who have this article in their library.

This article is free to access.

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.

Cite

CITATION STYLE

APA

Korkeila, H. (2023, July 1). Social capital in video game studies: A scoping review. New Media and Society. SAGE Publications Ltd. https://doi.org/10.1177/14614448211054778

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free