Internet gaming, embodied distress, and psychosocial well-being: A syndemic-syndaimonic continuum.

Soc Sci Med

Division of Hematology-Oncology, Department of Medicine, University of California, Los Angeles School of Medicine, Los Angeles, CA, 90095, USA; Department of Psychiatry & Biobehavioral Sciences, University of California, Los Angeles School of Medicine, Los Angeles, CA, 90095, USA.

Published: February 2022

AI Article Synopsis

  • The text talks about how playing video games can affect the health of young adults, especially when they have strong social connections.
  • Researchers found that gamers who are socially connected may have better immunity and less stress, while those who are less connected can suffer negative health effects.
  • The authors suggest a new term, "syndaimonics," to describe how social well-being and video gaming together can help improve health and happiness, showing that social skills matter for playing games too!

Article Abstract

We examine internet gaming-related suffering as a novel syndemic most prevalent among contemporary emerging adults. Synthetic analysis of our prior research on internet gaming and health affirms how social factors and mental and physical wellness mutually condition each other in this online play context. Employing biocultural anthropological mixed methods, we focus on statistical interactions between intensive gaming and social well-being in relation to genomic markers of immune function. We show that among gamers with low social well-being, intensive game play is associated with compromised immunity markers, but among those with robust social connection, that same play correlates with decreased activation of stress-related immunity activation. The apparently beneficial interaction of higher social well-being and intensive game play resonates with an emerging body of research showing how positive practices-in this case, engaged and pleasurable videogame play-can increase resilience to the negative linked psychological and genomic responses to precarity. Based on these findings, we argue, in relation to gaming behaviors, a syndemics analysis could usefully be expanded by attending to both sides of the synergistic interaction between two social conditions: not just exacerbation of dysfunction in relation to their combined effect, but also non-additive enhancement of health that may stem from such combinations. We draw on literature emphasizing the relevance to health of "eudaimonic" well-being-psychosocial processes that transcend immediate self-gratification and involve the pursuit of meaningful and pro-social goals. On that basis, we propose the term "syndaimonics" to capture synergies between social context and mental flourishing, which, in this context and presumably others, can illuminate sources of health resilience and overall improved psychosocial wellbeing.

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Source
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC7289667PMC
http://dx.doi.org/10.1016/j.socscimed.2019.112728DOI Listing

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