| Literature DB >> 36017429 |
Gyoung Mo Kim1, Eui Jun Jeong1, Ji Young Lee1, Ji Hye Yoo2.
Abstract
Adolescents often create social relationships with their gaming peers who take on the role of offline friends and peer groups. Through collaboration and competition in the games, the social relationships of adolescents are becoming broader and thicker. Although this is a common phenomenon in online games, few studies have focused on the formation and roles of social capital among adolescent gamers. In particular, longitudinal research that examines the role of social capital in terms of influencing gaming time on adolescent gamers' psychosocial factors has been minimal. This study was designed to fill this gap to see the long-term effect of social capital among adolescent gamers. Specifically, by using the three-year longitudinal data involving 403 adolescents, we analyzed the effect of gaming time on psychological factors (i.e., loneliness, depression, self-esteem, and life satisfaction) with the moderating role of social capital. Results showed that social capital played a crucial moderating role. In the higher social capital group, gaming time enhanced the degree of self-esteem and life satisfaction. However, a vicious circle was found in the lower social capital group: Gaming time increased the degree of depression but decreased self-esteem, which in turn led to increase in gaming time. These results indicate that games work as an important tool for social capital cultivation among adolescent gamers, which imply successful cultivation of social capital is a key to positive gaming effects. Theoretical and practical implications are discussed.Entities:
Keywords: adolescent gamers; longitudinal study; online gaming; psychosocial effects; social capital
Year: 2022 PMID: 36017429 PMCID: PMC9396275 DOI: 10.3389/fpsyg.2022.931134
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Number of components and Eigen value of independent variables.
| Variables | Number of factors | Eigen value | ||
|---|---|---|---|---|
| T1 | T2 | T3 | ||
| Life satisfaction | 1 | 3.703 | 3.704 | 3.763 |
| 2 | 0.442 | 0.415 | 0.401 | |
| Depression | 1 | 4.040 | 4.327 | 4.272 |
| 2 | 0.780 | 0.717 | 0.707 | |
| Loneliness | 1 | 5.398 | 5.612 | 5.395 |
| 2 | 0.515 | 0.491 | 0.583 | |
| Self-esteem | 1 | 3.324 | 3.327 | 3.347 |
| 2 | 0.564 | 0.761 | 0.614 | |
T1 = the first wave, T2 = the second wave, T3 = the third wave.
Correlations and discriminant validity analysis.
| G_T1 | G_T2 | G_T3 | Satis1 | Satis2 | Satis3 | Dep1 | Dep2 | Dep3 | Lon1 | Lon2 | Lon3 | SE1 | SE2 | SE3 | SC1 | SC2 | SC3 | SC31 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| G_T1 | • | ||||||||||||||||||
| G_T2 | 0.622** | • | |||||||||||||||||
| G_T3 | 0.576** | 0.617** | • | ||||||||||||||||
| Satis1 | −0.069 | −0.021 | −0.012 | (0.823) | |||||||||||||||
| Satis2 | −0.034 | −0.009 | −0.081 | 0.555** | (0.823) | ||||||||||||||
| Satis3 | 0.068 | 0.128** | 0.027 | 0.443** | 0.579** | (0.832) | |||||||||||||
| Dep1 | 0.087 | 0.006 | 0.017 | −0.314** | −0.274** | −0.210** | (0.794) | ||||||||||||
| Dep2 | 0.128* | 0.113* | 0.151** | −0.232** | −0.262** | −0.192** | 0.451** | (0.812) | |||||||||||
| Dep3 | 0.164** | 0.037 | 0.121* | −0.129** | −0.156** | −0.244** | 0.296** | 0.470** | (0.793) | ||||||||||
| Lon1 | 0.022 | 0.018 | −0.008 | −0.326** | −0.241** | −0.230** | 0.537** | 0.261** | 0.209** | (0.713) | |||||||||
| Lon2 | 0.061 | 0.081 | 0.150** | −0.260** | −0.330** | −0.238** | 0.338** | 0.610** | 0.376** | 0.456** | (0.747) | ||||||||
| Lon3 | 0.090 | 0.012 | 0.138** | −0.138** | −0.197** | −0.337** | 0.249** | 0.361** | 0.580** | 0.382** | 0.545** | (0.738) | |||||||
| SE1 | −0.130** | −0.029 | −0.083 | 0.343** | 0.303** | 0.319** | −0.198** | −0.181** | −0.190** | −0.231** | −0.249** | −0.251** | (0.761) | ||||||
| SE2 | −0.110* | −0.028 | −0.108* | 0.335** | 0.466** | 0.372** | −0.254** | −0.351** | −0.277** | −0.242** | −0.373** | −0.382** | 0.596** | (0.764) | |||||
| SE3 | −0.078 | 0.007 | −0.094 | 0.270** | 0.303** | 0.511** | −0.241** | −0.327** | −0.362** | −0.257** | −0.332** | −0.404** | 0.466** | 0.583** | (0.765) | ||||
| SC1 | −0.145** | 0.002 | −0.032 | 0.377** | 0.200** | 0.182** | −0.260** | −0.098 | −0.108* | −0.457** | −0.261** | −0.176** | 0.264** | 0.286** | 0.216** | • | |||
| SC2 | −0.065 | 0.038 | −0.071 | 0.276** | 0.340** | 0.321** | −0.129** | −0.174** | −0.198** | −0.198** | −0.364** | −0.305** | 0.328** | 0.482** | 0.340** | 0.359** | • | ||
| SC3 | −0.138** | −0.043 | −0.111* | 0.218** | 0.272** | 0.322** | −0.160** | −0.166** | −0.233** | −0.220** | −0.295** | −0.361** | 0.371** | 0.407** | 0.466** | 0.337** | 0.525** | • | |
| SC3_SC1 | 0.002 | −0.040 | −0.071 | −0.130** | 0.069 | 0.129** | 0.081 | −0.063 | −0.113* | 0.196** | −0.037 | −0.168** | 0.102* | 0.115* | 0.227** | −0.557** | 0.156** | 0.595** | • |
Number in brackets: root square AVE. Off-diagonal area: correlation coefficient of each variable (*p < 0.05, **p <. 01). G_t1 = gaming time1; G_t2 = gaming time2; G_t3 = gaming time 3; satis1 = life satisfaction1; satis2 = life satisfaction2; satis3 = life satisfaction3; dep1 = depression1; dep2 = depression2; dep3 = depression3; lon1 = loneliness1; lon2 = loneliness2; lon3 = loneliness3; SE1 = self-esteem1; SE 2 = self-esteem2; SE 3 = self-esteem3; SC1 = social capital1; SC2 = social capital2; SC3 = social capital3; t3_t1 = social capital t3-social capital.
Results of GLM (General Linear Model): Multivariate tests.
| Effect | Value |
| Hypothesis df | Error df | Sig. | Partial Eta Squared | ||
|---|---|---|---|---|---|---|---|---|
| Between | Intercept | Pillai’s Trace | 0.986 | 5712.704 | 5.000 | 397.000 | 0.000 | 0.986 |
| Wilks’s Lambda | 0.014 | 5712.704 | 5.000 | 397.000 | 0.000 | 0.986 | ||
| Hotelling’s Trace | 71.948 | 5712.704 | 5.000 | 397.000 | 0.000 | 0.986 | ||
| Roy’s Largest Root | 71.948 | 5712.704 | 5.000 | 397.000 | 0.000 | 0.986 | ||
| SC groups | Pillai’s Trace | 0.038 | 3.136 | 5.000 | 397.000 | 0.009 | 0.038 | |
| Wilks’s Lambda | 0.962 | 3.136 | 5.000 | 397.000 | 0.009 | 0.038 | ||
| Hotelling’s Trace | 0.039 | 3.136 | 5.000 | 397.000 | 0.009 | 0.038 | ||
| Roy’s Largest Root | 0.039 | 3.136 | 5.000 | 397.000 | 0.009 | 0.038 | ||
| Within | Time | Pillai’s Trace | 0.042 | 1.716 | 10.000 | 392.000 | 0.075 | 0.042 |
| Wilks’s Lambda | 0.958 | 1.716 | 10.000 | 392.000 | 0.075 | 0.042 | ||
| Hotelling’s Trace | 0.044 | 1.716 | 10.000 | 392.000 | 0.075 | 0.042 | ||
| Roy’s Largest Root | 0.044 | 1.716 | 10.000 | 392.000 | 0.075 | 0.042 | ||
| Time × SC groups | Pillai’s Trace | 0.132 | 5.941 | 10.000 | 392.000 | 0.000 | 0.132 | |
| Wilks’s Lambda | 0.868 | 5.941 | 10.000 | 392.000 | 0.000 | 0.132 | ||
| Hotelling’s Trace | 0.152 | 5.941 | 10.000 | 392.000 | 0.000 | 0.132 | ||
| Roy’s Largest Root | 0.152 | 5.941 | 10.000 | 392.000 | 0.000 | 0.132 | ||
SC groups (Social Capital groups: higher-and lower-social-capital group); Time (T1, T2, T3).
Figure 1Change of life satisfaction (left), depression (middle), loneliness (right).
Results of hypotheses testing: Social capital lower group vs. higher group.
| T1 | Lower Group | Higher Group | |||
|---|---|---|---|---|---|
| T2 | T3 | T2 | T3 | ||
| B (C.R) | B (C.R) | B (C.R) | B (C.R) | ||
| Gaming time | gaming time | 0.641 | 0.624 | 0.400 | 1.171 |
| life satisfaction | −0.020(−0.512) | 0.043(1.121) | 0.112 | 0.151 | |
| depression | 0.042 | −0.014(−0.712) | −0.001(−0.057) | −0.002(−0.138) | |
| loneliness | 0.031(1.311) | −0.003(−0.143) | 0.000(0.012) | −0.026(−1.597) | |
| self-esteem | −0.042 | 0.001(0.031) | −0.005(−0.211) | 0.030 | |
| Life satisfaction | gaming time | 0.011(0.093) | −0.019(−0.179) | −0.004(−0.039) | 0.081(0.385) |
| life satisfaction | 0.396 | 0.533 | 0.595 | 0.530 | |
| depression | −0.013(−0.368) | 0.007(0.189) | −0.064 | 0.016(0.797) | |
| loneliness | 0.011(0.295) | 0.001(0.031) | −0.082 | 0.035(1.466) | |
| self-esteem | 0.002(0.070) | 0.015(0.411) | 0.164 | 0.049 | |
| Depression | gaming time | −0.276(−0.872) | 0.035(0.162) | −0.105(−0.463) | 0.106(0.354) |
| life satisfaction | −0.508(−2.966) | −0.247(−1.554) | −0.036(−0.196) | 0.203(1.076) | |
| depression | 0.562(5.698) | 0.350 | 0.280 | 0.318 | |
| loneliness | 0.146(1.407) | 0.007(0.088) | 0.097(1.125) | −0.012(−0.137) | |
| self-esteem | −0.111(−1.340) | −0.195 | −0.107(−1.124) | −0.055(−0.587) | |
| Loneliness | gaming time | −0.076(−0.272) | −0.172(−0.825) | −0.155(−0.808) | 0.288(1.143) |
| life satisfaction | −0.291 | −0.192(−1.295) | 0.058(0.396) | 0.120(0.798) | |
| depression | −0.037(−0.423) | 0.155 | 0.088(1.622) | 0.042(0.734) | |
| loneliness | 0.453 | 0.537 | 0.359 | 0.407 | |
| self-esteem | −0.037(−0.505) | −0.040(−0.586) | −0.320 | −0.107(−1.438) | |
| Self-esteem | gaming time | −0.081(−0.306) | −0.374 | 0.106(0.630) | −0.089(−0.429) |
| life satisfaction | 0.187(1.299) | −0.014(−0.093) | 0.226(1.695) | 0.489 | |
| depression | −0.135(−1.631) | −0.136(−1.803) | 0.035(0.712) | −0.099 | |
| loneliness | −0.192 | −0.220 | −0.047(−0.744) | −0.200 | |
| self-esteem | 0.727 | 0.421 | 0.341 | 0.363 | |
p < 0.05;
p < 0.01.
Figure 2Two-group structural equation model.