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Digital Gaming: A New Way of Programming Happiness and Creativity in Youth

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Positive Sociology of Leisure

Part of the book series: Leisure Studies in a Global Era ((LSGE))

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Abstract

Technology provides us many tools including digital games. In this chapter, digital games consist of computer games, video games, and Internet games. According to Prensky (2001), video games provide a platform for young people to unlock their talents in game design and game-related interfaces. Therefore, it is necessary and indispensable to understand the use of technology for recreation and leisure by the youth so that the policy makers can use the insight to improve National Youth Policy on youth recreation and leisure in India. As sociologists of leisure, we need to be aware that virtual leisure has the potential in positive sense. This empirical study will focus on understanding how the video games help in programming happiness and creativity in youth.

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Beniwal, A. (2020). Digital Gaming: A New Way of Programming Happiness and Creativity in Youth. In: Kono, S., Beniwal, A., Baweja, P., Spracklen, K. (eds) Positive Sociology of Leisure. Leisure Studies in a Global Era. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-41812-0_15

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  • DOI: https://doi.org/10.1007/978-3-030-41812-0_15

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  • Publisher Name: Palgrave Macmillan, Cham

  • Print ISBN: 978-3-030-41811-3

  • Online ISBN: 978-3-030-41812-0

  • eBook Packages: Social SciencesSocial Sciences (R0)

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