Literature DB >> 19817567

The effect of social support derived from World of Warcraft on negative psychological symptoms.

Huon Longman1, Erin O'Connor, Patricia Obst.   

Abstract

Previous research examining players of massively multiplayer online games (MMOGs) suggests that players form meaningful relationships with each other. Other research indicates that people may derive social support from online sources, and this social support has been associated with greater well-being. This study used an online survey of players (N = 206) of the MMOG World of Warcraft (WoW) to examine if social support can be derived from MMOGs and to examine its relationship with negative psychological symptoms. Players of WoW were found to derive social support from playing and a positive relationship was found between game engagement and levels of in-game social support. Higher levels of in-game social support were associated with fewer negative psychological symptoms, although this effect was not maintained after accounting for social support derived from the offline sources. Additionally, a small subsample of players (n = 21) who played for 44 to 82 hours per week (M = 63.33) was identified. These players had significantly lower levels of offline social support and higher levels of negative symptoms compared to the rest of the sample. This study provides evidence that social support can be derived from MMOGs and the associated potential to promote well-being but also highlights the potential harm from spending excessive hours playing.

Entities:  

Mesh:

Year:  2009        PMID: 19817567     DOI: 10.1089/cpb.2009.0001

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  20 in total

1.  Psychiatrists' Perceptions of World of Warcraft and Other MMORPGs.

Authors:  Eric Lis; Carl Chiniara; Megan A Wood; Robert Biskin; Richard Montoro
Journal:  Psychiatr Q       Date:  2016-06

2.  Psychiatrists' Perceptions of Role-Playing Games.

Authors:  Eric Lis; Carl Chiniara; Robert Biskin; Richard Montoro
Journal:  Psychiatr Q       Date:  2015-09

3.  Smartphone and video game use and perceived effects in a community mental health service.

Authors:  Roberta Rowntree; Larkin Feeney
Journal:  Ir J Med Sci       Date:  2019-04-17       Impact factor: 1.568

Review 4.  Game-based digital interventions for depression therapy: a systematic review and meta-analysis.

Authors:  Jinhui Li; Yin-Leng Theng; Schubert Foo
Journal:  Cyberpsychol Behav Soc Netw       Date:  2014-05-08

5.  Social genomics of healthy and disordered internet gaming.

Authors:  Jeffrey G Snodgrass; H J François Dengah Ii; Michael G Lacy; Robert J Else; Evan R Polzer; Jesusa M G Arevalo; Steven W Cole
Journal:  Am J Hum Biol       Date:  2018-06-20       Impact factor: 1.937

6.  The Online Social Support Scale: Measure development and validation.

Authors:  Elizabeth A Nick; David A Cole; Sun-Joo Cho; Darcy K Smith; T Grace Carter; Rachel L Zelkowitz
Journal:  Psychol Assess       Date:  2018-05-21

7.  Positive mental well-being and immune transcriptional profiles in highly involved videogame players.

Authors:  Jeffrey G Snodgrass; Michael G Lacy; H J François Dengah; Evan R Polzer; Robert J Else; Jesusa M G Arevalo; Steven W Cole
Journal:  Brain Behav Immun       Date:  2019-07-31       Impact factor: 7.217

Review 8.  Internet Gaming Disorder in the DSM-5.

Authors:  Nancy M Petry; Florian Rehbein; Chih-Hung Ko; Charles P O'Brien
Journal:  Curr Psychiatry Rep       Date:  2015-09       Impact factor: 5.285

9.  Online Social Support for Young People: Does It Recapitulate In-person Social Support; Can It Help?

Authors:  David A Cole; Elizabeth A Nick; Rachel L Zelkowitz; Kathryn M Roeder; Tawny Spinelli
Journal:  Comput Human Behav       Date:  2016-12-08

10.  The Pros and Cons of Online Competitive Gaming: An Evidence-Based Approach to Assessing Young Players' Well-Being.

Authors:  Sarah Kelly; Thomas Magor; Annemarie Wright
Journal:  Front Psychol       Date:  2021-05-10
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