| Literature DB >> 35197891 |
Shuguang Zhao1, Wenjian Zhang2.
Abstract
The link between gaming and negative outcomes has been explored by previous research and has led to the widespread adverse attitude toward gaming (ATG) and gamers, especially from those who are unfamiliar with this activity. By implementing an audit study with gamers and non-gamers as participants (N = 1,280), we found that non-gamer participants rated gamers less as similar to their ideal marriage partners compared to non-gamers, while gamer participants did not differentiate between gamers and non-gamers in the ideal marriage partners similarity rating (IMPSR). The findings also revealed that the difference in IMPSR between gamer and non-gamer participants toward gamers was completely mediated by their ATG. These results imply that non-gamers consider gaming as an undesired characteristic, and this is due to the relatively negative attitude of non-gamers toward gaming. Current study provides a new perspective on exploring the effect of gaming by investigating the social interaction between gamers and non-gamers in real-world and suggests that the unfamiliarity of gaming can lead to the negative ATG, which may, ultimately, place gamers at a disadvantage in the context of mate selection.Entities:
Keywords: attitude toward gaming; gamers; intergroup bias; mate selection; non-gamers
Year: 2022 PMID: 35197891 PMCID: PMC8859252 DOI: 10.3389/fpsyg.2022.682372
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1The moderating effect model of participant type (gamer or non-gamer). IMPSR, ideal marriage partners similarity rating.
Figure 2The mediation effect of ATG between participant types and IMPSR for garners among male participants. ATG, attitude toward gaming; IMPSR, ideal marriage partners similarity rating.
Figure 3The mediation effect of ATG between participant types and IMPSR for garners among female participants. IMPSR, ideal marriage partners similarity rating.