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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Australian Bureau of Statistics. (1998). How Australians use their time, 1997, Catalogue No. 4153.0, Canberra.
Beniwal, A. (2018). Youth well-being and leisure time: An international perspective. In A. Beniwal, R. Jain, & K. Spracklen (Eds.), Global leisure and the struggle for a better world (pp. 107–108). UK: Palgrave Macmillan.
Blumler, J. G., & Katz, E. (1974). The uses of mass communications: Current perspectives on gratifications research. Beverly Hills, CA: Sage.
Bosch, H. (2012). Social media and influence among Youths. Beverly Hills: Sage..
Caldwell, L. L., & Darling, N. (1999). Leisure context, parental control, and resistance to peer pressure as predictors of adolescent partying and substance use: An ecological perspective. Journal of Leisure Research, 31(1), 57–78.
Chory, R. M., & Goodboy, A. K. (2011). Is basic personality related to violent and non-violent video game play and preferences? Cyberpsychology Behavior, and Social Networking, 14, 191–198.
Collar, B. D., & Shernoff, D. J. (2009). Video game based education in mechanical engineering: A look at student engagement. International Journal of Engineering Education, 25(2), 308–317.
Green, C. S., & Bavelier, D. (2007). Action video experience alters the spatial resolution of vision. Psychological Science, 18, 88–94.
Greenfield, P. M. (1984). Mind and media: The effect of television, video games and computers. Cambridge, MA: Harvard University Press.
Iwasaki, Y. (2018). Leisure and meaning—Making: The pursuit of a meaningful life through leisure. In A. Beniwal, R. Jain, & K. Spracklen (Eds.), Global leisure and the struggle for a better world (p. 288). UK: Palgrave Macmillan.
Jackson, E. L. (2006). Setting the stage: Introduction to the world leisure consensus: Symposium on leisure and the quality of life. In E. L. Jackson (Ed.), Leisure and the quality of life: Impacts on social, economic and cultural development. Hangzhou: Zhejiang University Press.
Jain, R. (2017). Leisure Tools, Children and Globalization. In B. K. Nagla & V. K. Srivastava (Eds.), Globalization, leisure and social change (pp. 176–177). Jaipur: Rawat Publications.
Johnson, D., Scholes, L., & Carras, M. C. (2013). Videogames and wellbeing: A comprehensive review. Melbourne: Young and Well Cooperative Research Centre.
Layard, R. (2005). Happiness: Lessons from a new science. London: Penguin Books.
McQuail, D. (2005). McQuail’s mass communication theory. London: Sage Publication.
McQuail, D. (2010). Mass communication theory: An introduction (pp. 420–430). London: Sage Publication.
Mehrabian, A., & Russell, J. A. (1974). An approach to environmental psychology. The MIT Press.
Mugenda, O. M., & Mugenda, A. G. (1999). Research methods: Quantitative and qualitative Approaches. Nairobi, Kenya: Acts Press.
Prensky, M. (2001). Digital Game-Based Learning. New York: McGraw-Hill Publication.
Ragheb, M. G., & Mckinney, J. (1993). Campus recreation and perceived academic stress. Journal of College Student Development, 34, 5–10.
Ram, U., Strohschein, L., & Gaur, K. (2014). Gender socialization: Differences between male and female youth in India and associations with mental health. International Journal of Population Research, 2014, 1–11. https://doi.org/10.1155/2014/357145
Robinson, J. P. (1969). Telivision and leisure time: Yesterday, today and (maybe) tomorrow. Public Opinion Quarterly, 33, 210–222.
Russell, R. V. (2002). Pastimes: The context of contemporary leisure (2nd ed.). Champaign, IL: Sagamore.
Sandhu, P., & Mehrotra, N. (1999). Time pattern of female students: With reference to leisure time activities. Indian Journal of Social Research, 40, 285–296.
Singh, Y. (2017). Leisure and social change: Emerging issues in India. In B. K. Nagla & V. K. Srivastava (Eds.), Globalization, leisure and social change (p. 15). Jaipur: Rawat Publications.
Trick, L. M., Jaspers-Fayer, F., & Sethi, N. (2005). Multiple-object tracking in children: The ‘Catch the Spies’ task. Cognitive Development, 20, 373–387.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 The Author(s)
About this chapter
Cite this chapter
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
Download citation
DOI: https://doi.org/10.1007/978-3-030-41812-0_15
Published:
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)