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Video games and the Solo Play Spiral: isolation versus socialisation
[Jeu vidéo et Spirale du Solo Play : isolement versus socialisation]

Author

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  • Julian Alvarez

    (GERIICO - Groupe d'Études et de Recherche Interdisciplinaire en Information et COmmunication - ULR 4073 - Université de Lille, Ludoscience - Ludoscience : Studying Video Games, INSPE LHdF - Institut national supérieur du professorat et de l'éducation - Académie de Lille - Hauts-de-France - Université de Lille)

Abstract

Video games can be presented as a community leisure activity (Besombes, 2023). E-sports or massively multiplayer online role-playing games (MMORPGs) such as Word of Warcraft (WoW) and their collective challenges are examples of this. However, when we look closely at gaming practices, solo play largely dominates social play, as shown by data published by SELL (Syndicat des Éditeurs de Logiciels de Loisirs) between 2020 and 2024. This data indicates that 98% played alone, compared to 59% who played in ‘social' mode, either online or locally. It should be noted that playing online does not guarantee a social dimension. Playing Fortnite or Call of Duty online to face opponents can be done in a team, but also alone and silently, as if playing against bots. The difference is that online, you will face more human adversaries... https://blogs.alternatives-economiques.fr/reseauinnovation/2025/10/09/jeu-video-et-spirale-du-solo-play-isolement-versus-socialisation

Suggested Citation

  • Julian Alvarez, 2025. "Video games and the Solo Play Spiral: isolation versus socialisation [Jeu vidéo et Spirale du Solo Play : isolement versus socialisation]," Post-Print hal-05321779, HAL.
  • Handle: RePEc:hal:journl:hal-05321779
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