Publicação
Neurosociological perspectives on video games: a narrative review
| dc.contributor.author | Coelho, Franz | |
| dc.contributor.author | Abreu, Ana Maria | |
| dc.date.accessioned | 2026-02-16T15:07:51Z | |
| dc.date.available | 2026-02-16T15:07:51Z | |
| dc.date.issued | 2025-12-01 | |
| dc.description.abstract | This research explores the neurosociological dimensions of video games, focusing on their evolution, social impact, and neurological effects. Using a narrative review, we first examine their progression from playful activities to digital and connected experiences. We assess potential risks such as youth vulnerability, excessive screen time, lack of physical presence, gaming disorder, and aggressiveness. Conversely, we highlight positive aspects, including self-expansion, social play, flow states, excitement and relaxation, neurophysiological and psychological effects, and mental health applications. We further analyze gaming’s role in socialization, high-stimulation environments, disembodied interactions, and as a source of fun in modern society. Finally, we synthesize these themes through three key perspectives: the allure of screen flow among youth; the balance between digital and physical play for healthy development; and the importance of understanding both the risks and benefits of video games. This study frames video games as a cultural and cognitive technological force shaping human development. | eng |
| dc.identifier.citation | Coelho, F., & Abreu, A. M. (2025). Neurosociological perspectives on video games: a narrative review. Human Technology, 21(3), 474-510. https://doi.org/10.14254/1795-6889.2025.21-3.1 | |
| dc.identifier.doi | 10.14254/1795-6889.2025.21-3.1 | |
| dc.identifier.eid | 105030554344 | |
| dc.identifier.other | 4c72ea9f-c8ff-4406-9aca-378a48558cf3 | |
| dc.identifier.uri | http://hdl.handle.net/10400.14/57064 | |
| dc.identifier.wos | 001677224600002 | |
| dc.language.iso | eng | |
| dc.peerreviewed | yes | |
| dc.rights.uri | http://creativecommons.org/licenses/by-nc/4.0/ | |
| dc.subject | Culture | |
| dc.subject | Digital society | |
| dc.subject | Gaming | |
| dc.subject | Mental health | |
| dc.subject | Neurosociology | |
| dc.subject | Video games | |
| dc.title | Neurosociological perspectives on video games: a narrative review | eng |
| dc.type | review article | |
| dspace.entity.type | Publication | |
| oaire.citation.endPage | 510 | |
| oaire.citation.issue | 3 | |
| oaire.citation.startPage | 474 | |
| oaire.citation.title | Human Technology | |
| oaire.citation.volume | 21 | |
| oaire.version | http://purl.org/coar/version/c_970fb48d4fbd8a85 |
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