| Literature DB >> 34916995 |
Hyun-Woo Lee1, Sanghoon Kim1, Jun-Phil Uhm1.
Abstract
While social interaction and play in a VR environment are becoming ever more popular, little is known about how social VR games affect users. The purpose of this study was to elucidate the role of several contingent factors in social VR games by modeling the relationships between involvement, well-being, depression, self-esteem, and social connectedness. A conditional process-moderated mediation model of the measured variables was analyzed with 220 pieces of collected data. The result showed that: (1) the direct effect of involvement on well-being was significant, and (2) the index of moderated mediation involving depression, self-esteem, and social connectedness was significant. We conclude that high levels of involvement in social VR games by socially isolated users with low self-esteem can negatively affect their well-being. The findings of this study contribute in several ways to our understanding of the effect of social VR games upon users and provide important practical implications.Entities:
Keywords: depression; involvement; self-esteem; social VR game; social connectedness; well-being
Year: 2021 PMID: 34916995 PMCID: PMC8670765 DOI: 10.3389/fpsyg.2021.753019
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1Research model.
Descriptive statistics and correlations for study variables (N=220).
| 1 | 2 | 3 | 4 | 5 | |
|---|---|---|---|---|---|
| 1. VR involvement | 1 | ||||
| 2. Depression | −0.03 | 1 | |||
| 3. Self-esteem | −0.06 | −0.74 | 1 | ||
| 4. Social connectedness | −0.06 | −0.80 | 0.78 | 1 | |
| 5. Well-being | 0.39 | −0.15 | 0.14 | 0.09 | 1 |
|
| 4.02 | 3.1 | 2.6 | 2.8 | 4.07 |
|
| 0.75 | 1.06 | 1.08 | 0.64 | 0.67 |
| Skewness | −0.77 | −0.56 | 0.8 | 0.67 | −1.23 |
| Kurtosis | 0.62 | −0.83 | −0.41 | 0.5 | 2.75 |
p<0.05;
p<0.001.
Path estimates.
| Predictors |
|
|
| LLCI | ULCI |
|---|---|---|---|---|---|
| DV: Depression ( | |||||
| VR involvement | 2.93 | 0.65 | <0.001 | 1.65 | 4.20 |
| Self-esteem | 2.49 | 0.99 | 0.01 | 0.53 | 4.45 |
| Social connectedness | 3.07 | 0.95 | <0.01 | 1.20 | 4.94 |
| VR involvement × Self-esteem | −0.79 | 0.24 | <0.01 | −1.26 | −0.32 |
| VR involvement × Social connectedness | −1.08 | 0.23 | <0.001 | −1.53 | −0.64 |
| Self-esteem × Social connectedness | −0.94 | 0.30 | <0.01 | −1.54 | −0.35 |
| VR involvement × Self-esteem × Social connectedness | 0.27 | 0.07 | <0.01 | 0.12 | 0.41 |
| DV: Well-Being ( | |||||
| VR involvement | 0.35 | 0.06 | <0.001 | 0.24 | 0.46 |
| Depression | −0.09 | 0.04 | <0.05 | −0.16 | −0.01 |
DV, dependent variable; SE, standard error; LLCI, lower level of confidence interval; ULCI, upper level of confidence interval.
Conditional indirect effects of social VR involvement on well-being via depression.
| Self-esteem level | Social connectedness level | Effect | Boot | BootLLCI | BootULCI |
|---|---|---|---|---|---|
| Low | Low | −0.018 | 0.012 | −0.046 | −0.002 |
| Low | Median | 0.010 | 0.007 | −0.003 | 0.025 |
| Low | High | 0.058 | 0.026 | 0.012 | 0.114 |
| Median | Low | −0.006 | 0.008 | −0.026 | 0.006 |
| Median | Median | 0.014 | 0.007 | 0.002 | 0.030 |
| Median | High | 0.049 | 0.022 | 0.010 | 0.094 |
| High | Low | 0.023 | 0.018 | −0.010 | 0.061 |
| High | Median | 0.024 | 0.015 | −0.001 | 0.056 |
| High | High | 0.025 | 0.012 | 0.005 | 0.052 |
Self-Esteem Level: Low=1.6 (16th percentile), Median=2.3 (50th percentile), High=4 (84th percentile); Social Connectedness Level: Low=2.2 (16th percentile), Median=2.7 (50th percentile), High=3.56 (84th percentile). SE, standard error; LLCI, lower level of confidence interval; ULCI, upper level of confidence interval.
Figure 2The three-way interaction effect. Solid line represents low self-esteem level at 16th percentile; Dotted line represents medium self-esteem level at 50th percentile; and dash-dotted line represents high self-esteem level at 84th percentile.