Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/108078
Title: An inquiry into MOBAs as a space for players with social anxiety disorder
Authors: Cassar De Gabriele, Martha-Marie (2021)
Keywords: Social phobia
Video games -- Psychological aspects
Cognitive therapy
Video gamers -- Psychology
Action theory
Issue Date: 2021
Citation: Cassar De Gabriele, M.- M. (2021). An inquiry into MOBAs as a space for players with social anxiety disorder (Master’s dissertation).
Abstract: Activity Theory is a framework used to understand human activities as a systematic and socially situated phenomena. This framework is known for being a descriptive metatheory and tool, rather than a predictive framework. This framework emphasises the use of tools or artefacts where computing technologies are central mediators of human experience, meaning it gives attention to human-computer interaction. Using Activity Theory, I will attempt to apply this framework within the field of Game Studies, simultaneously bringing in psychological approaches and concepts such as behaviourism, cognitive behaviourism and stress and anxiety related disorders. Psychological concepts are addressed in order to discuss how players with Social Anxiety Disorder can engage with others in goal-directed interactions within competitive team based games. I will attempt to present a hypothesis stating the significance of virtual and online environments within videogames as it can provide a safe space within moderation, for the player to act authentically with the help of the distraction of having a common goal with other people in the community. According to this framework, players with social anxiety disorder can transform their problematic behaviour and develop a better attitude by challenging their social anxiety both consciously and unconsciously. Using Yrjö Engestrom’s model, I will propose and explain how the framework can prevent escalations of anxiety and depression as it accounts for the environment, action, motivations and the role of the tool or technological artefact being the video game itself. This model can also be understood as a process of learning for players with social anxiety disorder and thus it is necessary to discuss the range of factors within the model which together impact an activity arbitrated by the tool or videogame and by the community and its rules. I consider the Activity Theory framework as applied to Game Studies and Social Anxiety Disorders, to be beneficial in providing a theoretical compass to recognise and confront atypical behaviour and efficiently carry-out ones’ interests and goals.
Description: M.Sc.(Melit.)
URI: https://www.um.edu.mt/library/oar/handle/123456789/108078
Appears in Collections:Dissertations - InsDG - 2021

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