Literature DB >> 31879045

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

Jeffrey G Snodgrass1, Michael G Lacy2, Steven W Cole3.   

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.
Copyright © 2019 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Behavioral addictions; Biocultural anthropology; Eudaimonia; Immunity; Online games; Social genomics; Statistical interactions; Stress

Mesh:

Year:  2019        PMID: 31879045      PMCID: PMC7289667          DOI: 10.1016/j.socscimed.2019.112728

Source DB:  PubMed          Journal:  Soc Sci Med        ISSN: 0277-9536            Impact factor:   4.634


  3 in total

1.  Problematic Mobile Phone Use and Life Satisfaction Among University Students During the COVID-19 Pandemic in Shanghai, China.

Authors:  Wenning Jiang; Jin Luo; Hannan Guan; Feng Jiang; Yi-Lang Tang
Journal:  Front Public Health       Date:  2022-01-26

2.  Role of social capital in adolescents' online gaming: A longitudinal study focused on the moderating effect of social capital between gaming time and psychosocial factors.

Authors:  Gyoung Mo Kim; Eui Jun Jeong; Ji Young Lee; Ji Hye Yoo
Journal:  Front Psychol       Date:  2022-08-09

3.  Syndemic theory, methods, and data.

Authors:  Emily Mendenhall; Timothy Newfield; Alexander C Tsai
Journal:  Soc Sci Med       Date:  2021-12-14       Impact factor: 4.634

  3 in total

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