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Recent Publications (2021 ~ Current)

Press Start to Continue: A Thematic Analysis of the Iterative Process of Hardcore Players with Disabilities Adapting to Gameplay Difficulties

Eunbyul Park, Jihun Chae, Karam Eum, Eunhye Choi, Hyunyoung Oh, Young Yim Doh

Playing video games can empower players with disabilities by providing them opportunities for connection, achievement, and cultural participation. However, as they continue playing, they need to devise alternative ways to access inaccessible game goals and manage social demands from multiplayer games. This study investigated how players with disabilities navigate these difficulties by analyzing interviews with five hardcore players with disabilities. The findings emphasize the critical role of available resources, including accessibility features, inclusive design supporting experimentation, and robust community support in enabling players to continue playing. To do so, players adapted to game-related difficulties through an iterative process of employing coping strategies using available resources. The findings highlight the importance of game environment, social, and cultural resources in supporting participants' continued gameplay and provide related insights.

Park, E., Chae, J., Eum, K., Choi, E., Oh, H., & Doh, Y. Y. (2025, April). Press Start to Continue: A Thematic Analysis of the Iterative Process of Hardcore Players with Disabilities Adapting to Gameplay Difficulties. In Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (pp. 1-7). https://doi.org/10.1145/3706599.3719723.

The Identity and Role of Game NPCs: Past, Present, and Future

Jihun Chae, Young Yim Doh

Advancements in artificial intelligence (AI) are redefining the identity and role of non-player characters (NPCs) in games. This study traces the evolution of NPCs from scripted objects to adaptive, AI-driven agents, highlighting their growing autonomy through technologies such as machine learning and natural language processing.

The study addresses the tension between NPC autonomy and player agency, arguing for design frameworks that enhance immersion without undermining the player's central role. Rather than replacing players, AI NPCs should function as collaborative agents that enrich narrative depth and gameplay complexity. The central challenge moving forward is to integrate intelligent NPCs while keeping the player experience at the core of game design.

Chae, J., & Doh, Y. Y. (2025, February 21). The identity and role of game NPCs: Past, present, and future. In Proceedings of the 1st DiGRA Korea Conference 2025. Related Article: https://www.inven.co.kr/webzine/news/?news=303324.

RAG-Enhanced LLM Chatbot for Game Accessibility: Development and Evaluation of GAIA

Hyunyoung Oh, Karam Eum, Eunbyul Park, Jihun Chae, Junsuk Seo, Eunhye Choi, Young Yim Doh

This study explores the potential of conversational AI as a personalized support tool for novice gamers by developing and evaluating GAIA (Game AI Assistant), a Retrieval-Augmented Generation (RAG)-enhanced Large Language Model (LLM) chatbot. GAIA is a Discord-based chatbot designed to assist beginners in Street Fighter 6, providing real-time gameplay support. To develop GAIA, we constructed a custom database using web-crawled and manually curated data, which was then integrated into the LLM using RAG. The chatbot’s performance was evaluated by comparing its generated responses with expected answers using ROUGE-1 and RDASS metrics. The results indicate that GAIA provides relatively accurate responses for well-structured input queries requiring clear action steps or specific input commands. However, limitations were observed, such as generating irrelevant responses or hallucinated information unrelated to the database. These findings highlight the necessity for real-user evaluations and adaptive response-generation improvements using conversation history to enhance GAIA’s accuracy and reliability.

Oh, H., Eum, K., Park, E., Chae, J., Seo, J., Choi, E., & Doh, Y. Y. (2025). RAG-Enhanced LLM Chatbot for Game Accessibility: Development and Evaluation of GAIA. Korea HCI Conference 2025.

Prompting-Based LLM Framework for Ethical Decision-Making in the Trolley Dilemma: Embedding Hofstede's Cultural Dimensions Theory (PLETH)

Eunhye Choi, Jihun Chae, Young Yim Doh

This paper proposes a framework combining prompt engineering for Large Language Models (LLMs) with Hofstede’s Cultural Dimensions Theory to examine how cultural contexts influence ethical decision-making, such as in the trolley dilemma. By embedding cultural profiles into prompts and evaluating outputs based on coherence, consistency, ethical acceptability, and cultural relevance, the study shows that incorporating cultural dimensions improves LLMs' cultural sensitivity and enhances AI's capability in ethical decision-making.

Choi, E., Chae, J., & Doh, Y. Y. (2024). Prompting-Based LLM Framework for Ethical Decision-Making in the Trolley Dilemma: Embedding Hofstede's Cultural Dimensions Theory (PLETH). Korean Artificial Intelligence Association Conference 2024.

GAIA: A Game AI Assistant Service Framework Integrating Problem-Solving and Emotion Regulation Strategies

Karam Eum, Eunbyul Park, Jihun Chae, Young Yim Doh

This paper presents the GAIA (Game AI Assistant) service framework, a hybrid game AI assistant designed to provide problem-solving and emotion regulation strategies that players can utilize to overcome challenges during gameplay. GAIA aims to identify the difficulties players encounter and offer appropriate solutions or emotion regulation strategies, thereby enhancing the player's ongoing gaming experience.

Eum, K., Park, E., Chae, J., & Doh, Y. Y. (2024). GAIA: A game AI assistant service framework integrating problem-solving and emotion regulation strategies. Korea Computer Graphics Society Conference 2024.

Games as a New Social Media: Analysis of Fortnite Players’ Social Participation Experience

Karam Eum, Seokjun Kang, Pooseung Koh, Seyeon Lee, Young Yim Doh

Despite Fortnite's various experimental attempts and popularity, domestic research on Fortnite players' experiences is rare. In this study, we conducted and analyzed in-depth interviews with Fortnite players to examine their social participation activities and perceptions. As a result of the study, players perceived Fortnite as three types of social spaces: 'a place for skill improvement', 'a place for forming consensus', and 'a place for exchange and connection'. Through this, Fortnite itself functions as a social media where knowledge, information, and emotions are shared between different users, and at the same time, metagame activities linked to Fortnite are actively taking place centering on game broadcasts and Discord, contributing to social game play. It was confirmed that the radius was expanding.

Eum, K., Kang, S., Koh, P., Lee, S., & Doh, Y. Y. (2024). Games as a new social media: Analysis of Fortnite players’ social participation experience. Korean Game Society Conference 2024.

Player Loyalty Experience to Animal Crossing: New Horizons: A Comparative Analysis between English-Speaking and Korean Players

Hyunyoung Oh, Junsuk Seo, Young Yim Doh

This study compared and analyzed players' loyalty experiences for the successful game intellectual property (IP) of Animal Crossing (2020) across two cultures (English and Korean). Data was collected through web crawling and player loyalty experiences were analyzed using theme analysis methods. The results of the study show that there are cultural differences in successful IP in two dimensions of loyalty experience: attitudinal attachment and active participation. English-speaking players formed attitudinal attachment through connections with other people, while Korean-speaking players formed attitudinal attachment based on their preferences for characters. English-speaking players actively participated in self-expression activities, and Korean-speaking players actively participated in strategy sharing activities. This study emphasizes the need to understand and reflect differences in consumer behavior across cultures when trying to understand player loyalty to game IP.

Oh, H., Seo, J., & Doh, Y. Y. (2024). Player loyalty experience to Animal Crossing: New Horizons: A comparative analysis between English-speaking and Korean players. Korean Game Society Conference 2024.

Challenges and Opportunities of Game NPC Research Using LLM: A Scoping Review

Eunbyul Park, Jihun Chae, Kirak Kim, Hyung Wook Yi, Maryam Khalid Lootah, Young Yim Doh

This study aims to identify current challenges and future opportunities by analyzing the latest research trends on game NPCs (Non-Player Characters) using LLM (Large Language Model). In particular, we sought to understand how NPCs using LLM could contribute to the game experience. We conducted a topical literature review of research trends focused on improving NPC design and player-player interaction using in-game LLM, targeting papers published over the past year. As a result, technical, design, and evaluative challenge elements that appear in NPC design were identified and classified, and problems in the current use of LLM in games were derived. Furthermore, the possibility of expanding game NPC research using LLM and future research directions were discussed.

Park, E., Chae, J., Kim, K., Yi, H. W., Lootah, M. K., & Doh, Y. Y. (2024). Challenges and opportunities of game NPC research using LLM: A scoping review. Korean Game Society Conference 2024.

Growing Up with Cerebral Palsy (CP) and Games: Case Study on the Accessible Gameplay Experiences of the Young Players with CP and Their Families through the Lens of Developmental Task Perspective

Karam Eum, Seyeon Lee, Minjae Jo, Young Yim Doh

Understanding the experiences of players with disabilities is a key research issue in game accessibility. However, less is known about the values that young players experience from games, particularly in relation to their situational context as adolescents and young adults with disabilities. We explore how the values of accessible gaming are created in players’ lives by analyzing interviews with five players with cerebral palsy (CP) (age range 13–25 years) and their parents through the lens of developmental tasks theory. Using thematic analysis, we discovered three themes that illustrated how video games’ roles changed according to their life stages: “Establishing Healthy Self in Family”, “Navigating Peer Culture”, and “Preparing Adult Life”. Our results indicated that young players with CP made active decisions in their life and developed supportive relationships from playing accessible games. The changes in their desired developmental task and social contexts influenced the values they found in games. We discuss video games as a sociocultural resource that assists young players with CP to attain the developmental tasks they desire and achieve social inclusion. We conclude with design insights for creating more inclusive gameplay experiences for young players with CP.

Eum, K., Lee, S., Jo, M., & Doh, Y. Y. (2023). Growing up with cerebral palsy (CP) and games: Case study on the accessible gameplay experiences of the young players with CP and their families through the lens of developmental task perspective. Proceedings of the ACM on Human-Computer Interaction, 7(CHI PLAY), 484-502. https://doi.org/10.1145/3611038.

A thematic analysis of bereaved adults' meaning-making experience of loss through playing video games

Karam Eum, Young Yim Doh

Recalling personal memories on the loss and deriving new meanings from them is deemed necessary for adapting to bereavement. Recent studies suggest that games can afford players meaningful experiences that can support players through stressful life events, but its potential on the meaning-making of loss has not been much explored. To address this gap, we investigated the bereaved players' experiences of playing commercial video games that elicited their personal memories of loss and what meanings they derived from those experiences. Twelve adult players with bereavement experiences (six male, six female, age range: 20-31) played two video games (Bear's Restaurant and Spiritfarer). Their experiences during and after gameplay were tracked via play diaries and in-depth interviews. Data was analyzed using thematic analysis method. We discovered seven themes on the meanings that players made from their gameplay experience: “Recalling memories”, “Avoiding engagement with the pain”, “Recognizing positive emotions”, “Acknowledging the deceased's perspective”, “Reviewing the meaning of loss”, “Planning a better future”, and “Fulfilling a wish”. Our findings indicate that bereaved players recalled and related their autobiographical memories to their in-game experiences. Furthermore, they derived new meanings on both the loss and their post-loss life after playing video games. We discuss how video games can provide a unique meaning-making experience to bereaved players by affording them an agency to actively reconstruct their narrative of loss and facilitating the sharing of grief.

Eum, K., & Doh, Y. Y. (2023). A thematic analysis of bereaved adults' meaning-making experience of loss through playing video games. Frontiers in Psychology, 14, 1154976.https://doi.org/10.3389/fpsyg.2023.1154976.

Expanding Sublime and Awe to Gaming Experience: Scoping Review

Ain Lee, Young Yim Doh

This study explores how the emotional-aesthetic experiences of the sublime and awe can be expanded into gaming contexts and analyzes related research trends. While these concepts have been widely studied in disciplines such as art, philosophy, and psychology, their application to games has only recently begun to attract scholarly attention. Through a scoping review of emerging literature on sublime and awe experiences in games, this study identifies current research directions and gaps. The findings highlight the need for further investigation and suggest future research pathways. In doing so, the paper discusses the potential for integrating sublime and awe experiences more deeply into future game design and player engagement.

Lee, A., & Doh, Y. Y. (2023). Expanding sublime and awe to gaming experience: Scoping review. Korean Game Society Conference 2023.

MindTerior: A Mental Healthcare Game with Metaphoric Gamespace and Effective Activities for Mitigating Mild Emotional Difficulties

Ain Lee, Juhyun Lee, Sooyeon Ahn, Youngik Lee

Contemporaries suffer from more stress and emotional difficulties, but developing practices that allow them to manage and become aware of emotional states has been a challenge. MindTerior is a mental health care game developed for people who occasionally experience mild emotional difficulties. The game contains four mechanisms: measuring players’ emotional state, providing game activities that help mitigate certain negative emotions, visualizing players’ emotional state and letting players cultivate the game space with customizable items, and completing game events that educate players on how to cope with certain negative emotions. This set of gameplays can allow players to experience effective positive emotional relaxation and to perform gamified mental health care activities. Playtest showed that projecting players’ emotional state to a virtual game space is helpful for players to be conscious of their emotional state, and playing gamified activities is helpful for mental health care. Additionally, the game motivated players to practice the equivalent activities in real life.

Lee, A., Lee, J., Ahn, S., & Lee, Y. (2023, April). Mindterior: A mental healthcare game with metaphoric gamespace and effective activities for mitigating mild emotional difficulties. In Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems (pp. 1-6). https://doi.org/10.1145/3544549.3583831.

Bean Academy: A Music Composition Game for Beginners with Vocal Query Transcription

Jaejun Lee, Hyeyoon Cho, Yonghyun Kim

Bean Academy is a music composition game designed for musically-unskilled learners to lower entry barriers to music composition learning such as music theory comprehension, literacy and proficiency in utilizing music composition software. As a solution, Bean Academy’s Studio Mode was designed with the adaptation of an auditory-based ‘Vocal Query Transcription(VQT)’ model to enhance learners’ satisfaction and enjoyment towards music composition learning. Through the VQT model, players can experience a simple and efficient music composition process by experiencing their recorded voice input being transcripted into an actual musical piece. Based on our playtest, thematic analysis was conducted in two separate experiment groups. Here, we noticed that although Bean Academy does not outperform the current-level Digital Audio Workstation(DAW) in terms of performance or functionality, it can be highly considered as suitable learning material for musically-unskilled learners.

Lee, J., Cho, H., & Kim, Y. (2023, April). Bean Academy: A Music Composition Game for Beginners with Vocal Query Transcription. In Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems (pp. 1-6). https://doi.org/10.1145/3544549.3583824.

Toward a game literacy program for adults in their 50s and older: changing perceptions through game experiences

Seyeon lee, Chung-Kon Shi, Young Yim Doh

There is criticism that discussions surrounding games for older populations are mainly focused on practical approaches to cognitive and physical training. In addition, negative attitudes toward digital games and limited experience contribute to older populations’ isolation from mainstream game culture. This study aims to examine perception changes toward digital games in adults in their 50s and older as they gain actual game experience and an appropriate game literacy program for older populations. We organized eight sessions of gameplay workshops for participants aged 50 years and over (N = 40, age range = 50–85 years) at two senior learning centers located in Seoul and Gyeonggi-do in South Korea. The workshops consisted of lectures for game literacy, co-playing of mobile games, and discussions about game experience. A thematic analysis of participants’ statements and game diaries revealed their perception changes toward games. Participants engaged in a variety of mobile games and felt conflicted between their positive and negative experiences. They reported that their game experience had contributed to identifying the positive values of games, understanding diversity, and improving their understanding of the younger generation. In addition, they indicated that future directions for fostering a game culture in older age groups should include playing for connectivity, health, relaxation, and game literacy education. This study highlights games as a cultural medium that entertains and connects people. By linking theories with practice, we propose a framework for a game literacy program to support older populations’ active participation in game culture.

Lee, S., Shi, C. K., & Doh, Y. Y. (2023). Toward a game literacy program for adults in their 50s and older: changing perceptions through game experiences. Educational Gerontology, 49(7), 619-637. https://doi.org/10.1080/03601277.2022.2143756.

Seung-ee and Kkaebi: A VR-Mobile Cross Platform Game based on Co-Presence for a Balanced Immersive Experience

Jinwook Kim, Pooseung Koh, Seokjun Kang, Hyunyoung Jang, Young Yim Doh, Juhan Nam, Jeongmi Lee

A growing number of VR games are published in the market as head-mounted devices (HMD) become more widespread. However, most VR games are targeted for a single-player audience, and cross-platform VR experiences where multiple players are engaged have yet to be fully explored. In this paper, we propose a VR-mobile cross-platform game based on traditional Korean mythology, Seung-ee & Kkaebi. Our goal was to create an immersive and enjoyable experience for players for both mobile and VR players where they are physically co-located, increasing both co-presence and social interaction. Our game design focused on asymmetric competition and maximized the interactions between both platforms. The VR player plays the role of Jangseung (Seek), a Korean traditional totem pole, whereas the mobile user plays the role of Dokkaebi (Hide), a Korean mythological creature. Each platform has its unique skill set to interrupt each other to win the game, thus creating a highly immersive and co-present experience for both players.

Kim, J., Koh, P., Kang, S., Jang, H., Lee, J., Nam, J., & Doh, Y. Y. (2022, November). Seung-ee and Kkaebi: A VR-Mobile Cross Platform Game based on Co-Presence for a Balanced Immersive Experience. In Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play (pp. 273-278).https://doi.org/10.1145/3505270.3558380.

Towards Inclusive Digital Museum Innovation: Part 1

Juhee Park, Rafie Cecilia, Theano Moussouri, Young Yim Doh, Jungwha Kim, Ellen Pavey, Chenxing Zhao, Karam Eum, Pooseung Koh

The Inclusive Digital Museum Innovation is a cross-disciplinary, international research network (Feb 2022 - Jul 2023) funded by the UK’s Economic and Social Research Council, exploring inclusive approaches to the digital transformation of cultural institutions. The network aims to motivate museums to take actions to mitigate global challenges of digital inequality and the digital divide in society, improve our understanding of digital ethics regarding museum practices, and explore the potential benefits of digital gaming towards equity, diversity, and inclusion (EDI) in museums. The network was set up by University College London, Institute of Archaeology, in the UK, and the Games and Life Lab, Graduate School of Culture Technology (GSCT), Korea Advanced Institute of Science and Technology (KAIST), Republic of Korea, in collaboration with seven partner museums in the two countries.

COM International Committee for Education and Cultural Action (CECA) Conference as part of the 26th ICOM General Conference, published 2022.08.20.

Towards Inclusive Digital Museum Innovation: The Meaning Behind Building the UK-S.Korea Digital Museum Research Community

Park Juhee, Seyeon Lee, Young Yim Doh, Junghwa Kim, Pooseung Koh

This presentation is to raise awareness and publicise the lack of accessibility and inclusivity in the ongoing digital transformation of museums. In order to tackle this issue a research network has formed between the Department of Museum Studies at the University College London, KAIST Games and Life Lab, and seven national and public museums from both South Korea and the United Kingdom (National Folk Museum of Korea, Gwacheon National Science Museum, National Library of Korea, Nam June Paik Art Center, Victoria & Albert Museum, Science Museum Group, British Library). Our presentation explains the background and motivation of forming this network, and shares our vision for the digital accessibility and inclusivity in museums.

Park, J., Lee, S., Doh, Y. Y., Kim, J., & Koh, P. (2022). Towards inclusive digital museum innovation: The meaning behind building the UK–S. Korea digital museum research community. Proceedings of the 47th Korean Museum Studies Society Conference.

Classy Trash Monster: An Educational Game for Teaching Machine Learning to Non-major Students

Joonhyung Bae, Karam Eum, Haram Kwon, Seolhee Lee, Juhan Nam, Young Yim Doh

As machine learning (ML) became more relevant to our lives, ML education for college students without technical background arose important. However, not many educational games designed to suit challenges they experience exist. We introduce an educational game Classy Trash Monster(CTM), designed to better educate ML and data dependency to non-major students who learn ML for the first time. The player can easily learn to train a classification model and solve tasks by engaging in simple game activities designed according to an ML pipeline. Simple controls, positive rewards, and clear audiovisual feedback makes game easy to play even for novice players. The playtest result showed that players were able to learn basic ML concepts and how data can impact model results, and that the game made ML feel less difficult and more relevant. However, proper debriefing session seems crucial to prevent misinterpretations that may occur in the learning process.

Bae, J., Eum, K., Kwon, H., Lee, S., Nam, J., & Doh, Y. Y. (2022, April). Classy trash monster: An educational game for teaching machine learning to non-major students. In CHI Conference on Human Factors in Computing Systems Extended Abstracts (pp. 1-7).

Play With Your Emotions: Exploring Possibilities of Emotions as Game Input in NERO

Valérie Erb, Tatiana Chibisova Bae, Haesoo Kim, Young Yim Doh, Jeongmi Lee

This work presents NERO, a game concept using the player's active emotional input to map the emotional state of the player to representative in-game characters. Emotional input in games has been mainly used as a passive measure to adjust for game difficulty or other variables. However the player has not been given the possibility to explore and play with one's emotions as an active feature. Given the high subjectivity of felt emotions we wanted to focus on the player's experience of emotional input rather than the objective accuracy of the input sensor. We therefore implemented a proof-of-concept game using heart-rate as a proxy for emotion measurement and through repeated player tests the game mechanics were revised and evaluated. Valuable insight for the design of entertainment-focused emotional input games were gained, including emotional connection despite limited accuracy, influence of the environment and the importance of calibration. The players overall enjoyed the novel game experience and their feedback carries useful implications for future games including active emotional input.

Erb, V., Kim, H., Chibisova, T., Lee, J., & Doh, Y. Y. (2022, April). Play With Your Emotions: Exploring Possibilities of Emotions as Game Input in NERO. In CHI Conference on Human Factors in Computing Systems Extended Abstracts (pp. 1-7).

Design Strategies for Intergenerational Games: A Case Study on the Development of the Mobile Game <Ghost Family>

Seyeon Lee, Hae in Kim, Hyuna Cho, Kyunghyun Lee, Minseok Do, Hajun Kim, Injeong Lee, Byungjoo Lee, Young Yim Doh

The current game market is targeted towards the young and there exists a generational gap and lack of consideration for senior game players. To address this issue we create a prototype of a mobile game called Ghost Family and provide design strategies for intergenerational games.

Lee, S., Kim, H. I., Cho, H., Lee, K., Do, M., Kim, H., Lee, I., Lee, B., & Doh, Y. Y. (2021). Design strategies for intergenerational games: A case study on the development of the mobile game Ghost Family. Korea Game Society 2021 Autumn Conference.

Player-Character Relationship and Game Satisfaction in Narrative Game: Focus On Player Experience Of Character Switch In The Last Of Us Part II

Valérie Erb, Seyeon Lee, Young Yim Doh

The diversity of players and the importance of the player character(PC) in the game suggests meaningful connections between how players relate to their PC and the resulting satisfaction with the game. We, therefore, investigated in this study how the player-character relationship influences satisfaction of the player with the game. We performed semi-structured in-depth interviews with 12 players of The Last of Us Part II. Through thematic analysis, three themes were found, illustrating the connection between aspects of the player-character relationship and the overall game satisfaction. The themes are “Tolerance of forced character switch”, “Malleability of character image” and “Flexibility of character attachment”.

Erb, V., Lee, S., & Doh, Y. Y. (2021). Player-character relationship and game satisfaction in narrative game: Focus on player experience of character switch in The Last of Us Part II. Frontiers in psychology, 12, 709926. https://doi.org/10.3389/fpsyg.2021.709926.

Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach

Seyeon Lee, Hyunyoung Oh, Chung-Kon Shi, Young Yim Doh

The number of older adult gamers who play mobile games is growing worldwide. Earlier studies have reported that digital games provide cognitive, physical, and socioemotional benefits for older adults. However, current mobile games that understand older adults' gameplay experience and reflect their needs are very scarce. Furthermore, studies that have analyzed older adults' game experience in a holistic manner are rare.

Lee, S., Oh, H., Shi, C. K., & Doh, Y. Y. (2021). Mobile game design guide to improve gaming experience for the middle-aged and older adult population: user-centered design approach. JMIR Serious Games, 9(2), e24449. https://games.jmir.org/2021/2/e24449.

The Relationship Between Co-Playing and Socioemotional Status Among Older-Adult Game Players

Seyeon Lee, Chung-Kon Shi, Young Yim Doh

This study aimed to investigate differences in socioemotional status and perceptions of video games among older adult co-players, solo players, and non-players of video games. We collected data on these three groups through a survey of 190 Korean participants between the ages of 50 and 69 years (Mean age = 59.2). Results showed that co-players expressed a higher positive affect and well-being, higher companionship and emotional support, and more positive perceptions of video games than solo players and non-players.

Lee, S., Shi, C. K., & Doh, Y. Y. (2021). The relationship between co-playing and socioemotional status among older-adult game players. Entertainment Computing, 38, 100414.https://doi.org/10.1016/j.entcom.2021.100414.

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