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Running Head: Video Game Nostalgia and Retro Gaming

Author

Listed:
  • Tim Wulf

    (Department of Psychology, University of Cologne, Germany)

  • Nicholas D. Bowman

    (Department of Communication Studies, West Virginia University, USA)

  • Diana Rieger

    (Institute for Media and Communication Studies, University of Mannheim, Germany)

  • John A. Velez

    (Department of Journalism and Creative Media Industries, Texas Tech University, USA)

  • Johannes Breuer

    (Data Archive for the Social Sciences, GESIS, Leibniz Institute for the Social Sciences, Germany)

Abstract

This article conceptually integrates research on the experience of nostalgia—defined as a predominantly positive, social, and past-oriented emotion—into the fold of video game research. We emphasize the role of nostalgia as an explanation for contemporary retro gaming trends, and suggest that nostalgia towards gaming events is a necessary area of research. To those ends, we broadly review existing literature on nostalgia before specifically focusing on media-induced nostalgia, and demonstrate how theoretical and empirical observations from this work can be applied to understand video game nostalgia. In particular, we argue that engaging in older gaming experiences indirectly (via memories) and even directly (via replaying or recreating experiences) elicits nostalgia, which in turn contributes to players' self-optimization and enhanced well-being. Moreover, as gamers and the medium mature together, nostalgic experiences with the medium are likely to become increasingly prevalent. The broad aim of this article is to offer future directions for research on video game nostalgia and provide a research agenda for research in this area.

Suggested Citation

  • Tim Wulf & Nicholas D. Bowman & Diana Rieger & John A. Velez & Johannes Breuer, 2018. "Running Head: Video Game Nostalgia and Retro Gaming," Media and Communication, Cogitatio Press, vol. 6(2), pages 60-68.
  • Handle: RePEc:cog:meanco:v:6:y:2018:i:2:p:60-68
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    References listed on IDEAS

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    1. Holbrook, Morris B. & Schindler, Robert M., 1996. "Market segmentation based on age and attitude toward the past: Concepts, methods, and findings concerning nostalgic influences on customer tastes," Journal of Business Research, Elsevier, vol. 37(1), pages 27-39, September.
    2. C. Shawn Green & Daphne Bavelier, 2003. "Action video game modifies visual selective attention," Nature, Nature, vol. 423(6939), pages 534-537, May.
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    Cited by:

    1. Julia Kneer & Ruud S. Jacobs, 2018. "Grow Up, Level Up, and Game On; Evolving Games Research," Media and Communication, Cogitatio Press, vol. 6(2), pages 56-59.
    2. Małgorzata Ćwil & William T. Howe, 2020. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland," Simulation & Gaming, , vol. 51(6), pages 785-801, December.

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