ArticleFrontiers in rehabilitation sciences2024
Playing online videogames-more than just entertainment? A qualitative study of virtual social participation in persons with spinal cord injury.
Article in Frontiers in rehabilitation sciences, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.
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Who cites it
3 citing papers in PubMed.
- Internet Gaming Disorder and Nonmedical Prescription Drug Use: The Moderating Role of Student Status.International journal of environmental research and public health · 2026Article
- MOBA eSports participation and psychological traits in individuals with disabilities-an association analysis grounded in self-efficacy, social support, and trait sport confidence.Frontiers in psychology · 2026Article
- Playing video games in community spaces and adolescent loneliness: a cross-sectional study.Child and adolescent psychiatry and mental health · 2025Article
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Authors and funding
4 authors.
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No grant is acknowledged in the PubMed record.
Abstract
Introduction: Spinal cord injury (SCI) affects many aspects of life, physically, emotionally and socially. Engaging in online videogames holds the potential to facilitate increased social interactions for individuals with SCI. The aim of this study is to increase our understanding of the experiences people with SCI have with using online videogames as an arena for social participation. Methods: A focus group interview was conducted with seven participants with SCI, aged 15-35, all experienced in using online videogames as a method of socializing. The data was analyzed using thematic analysis. Results: The participants highlighted that playing online videogames way of maintaining social connections and expanding their social network. However, they faced challenges due to limited knowledge and negative attitudes from others regarding use of videogames as a social arena. Three main themes were developed from the findings: "Disabling social barriers", "Attitudes towards gaming" and "Gaming-connecting people". Conclusion: Healthcare professionals should consider videogames as a leisure activity and facilitate their use, recognizing their potential for social interaction and well-being. Prioritizing activities that promote social interaction is crucial for good health.
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