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Computers in Human Behavior 29 (2013) 1933–1940

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Computers in Human Behavior


journal homepage: www.elsevier.com/locate/comphumbeh

Do problematic and non-problematic video game players differ in


extraversion, trait empathy, social capital and prosocial tendencies?
Emily Collins ⇑, Jonathan Freeman
Goldsmiths, University of London, London, UK

a r t i c l e i n f o a b s t r a c t

Article history: The increasing popularity of online and multiplayer games has meant that for many, social interaction
Available online 28 April 2013 and cooperation are vital components of the gaming experience. Previous research has suggested that
not only has this made gaming more attractive to socially oriented people but also that it may be socially
Keywords: beneficial in terms of social capital and prosocial behaviors. However, for problematic video game players
Social capital (those showing signs of compulsive or detrimental video game use), this may not be the case, and a num-
Extraversion ber of theories hold deficiencies in socializing in real life as central to the development of this issue. In the
Empathy
present study, an online questionnaire completed by 416 participants assessed problematic video game
Prosocial tendencies
Video games
use, extraversion, trait empathy, online and offline social capital and prosocial tendencies. Contrary to
Problematic video game use hypotheses, non-problematic, problematic and non-gamers did not differ in empathy, extraversion or
prosocial tendencies. Problematic video game play was, however, associated with significantly higher
online social capital and lower offline social capital whereas non-problematic players demonstrated only
higher online capital than non-players. This highlights the importance of social support but suggests per-
sonality is not an influential factor.
Ó 2013 Elsevier Ltd. All rights reserved.

1. Introduction urges to play and continued use despite negative consequences


(Griffiths & Hunt, 1998). Prevalence rates vary dramatically but a
Video games have traditionally been seen as a solitary activity recent meta-analysis suggests that the average percentage of those
and as such have been seen as detrimental to interpersonal rela- likely to be effected is 6% (Ferguson, Coulson, & Barnett, 2011),
tionships and real life contact (e.g. Roberts, Foehr, Rideout, & indicating this to be a significant and widespread concern.
Brodie, 1999). However, the move towards online environments Although the notion of PVGP remains controversial, an increasing
has revolutionized the gaming experience and has vastly increased number of studies have reported quantitative and qualitative dif-
the opportunities for in-game social interaction (Bowman, Schul- ferences between problematic and non-problematic gamers (e.g.
theiss, & Schumann, 2008). For many, gaming is now an intrinsi- van Rooij, Schoenmakers, van de Eijnden, & van de Mheen, 2010).
cally social activity (Kaye & Bryce, 2012) and consequently, the Many have also argued that whatever the conceptualization of
connection between video game play and social behavior has be- PVGP, more research into the associations and consequences of this
come much more complex. This is especially the case for massively phenomenon is sorely needed to identify the nature of PVP, the
multiplayer online role playing games (MMORPGs), online persis- risk factors and the antecedents (Collins, Freeman, & Chamarro-
tent games allowing for thousands of individuals to play simulta- Premuzic, 2012; Griffiths, 2000). Prevailing theories regarding the
neously and interact with one another. development and maintenance of PVGP hold social inadequacies
The relationship between video game use and social interaction as especially influential, and yet little is known about the differen-
becomes even more complex in the case of problematic video game tial associations between PVGP and non-problematic video game
players (PVGPs). These are players who demonstrate what some play (NPVGP) and social factors such as personality, social capital
researches have deemed as addiction-like behaviors in relation to and prosocial tendencies. This is therefore the focus of the present
video games (e.g. Griffiths & Meredith, 2009). PVGP has been de- research.
fined in the same way as established addictions, namely involving
a loss of control, preoccupation with video games, uncontrollable
1.1. Social personality traits and video game use
⇑ Corresponding author. Address: University of London, Department of Psychol-
ogy, Whitehead Building, Lewisham Way, New Cross, London SE14 6NW, UK. Tel.: One aspect that may influence a player’s interest in social gam-
+44 020 7919 7374. ing is personality. Some personality traits have been found to be
E-mail address: emilyimcollins@gmail.com (E. Collins). central to enjoyment of social experiences and the desire to devel-

0747-5632/$ - see front matter Ó 2013 Elsevier Ltd. All rights reserved.
http://dx.doi.org/10.1016/j.chb.2013.03.002
1934 E. Collins, J. Freeman / Computers in Human Behavior 29 (2013) 1933–1940

op relationships, the most notable of which being extraversion and being, happiness, life satisfaction and physical health (Helliwell &
empathy. Extraversion predicts a variety of positive social behav- Putnam, 2004). Therefore, activities found to encourage greater so-
iors (Eaton & Funder, 2003) and extraverts report greater levels cial capital would be beneficial in a wide range of contexts, from
of social support and larger social networks (Swickert, Rosentreter, mental to physical well-being.
Hittner, & Mushrush, 2002). It is possible that this extends into on-
line social behaviors as well, as online game players have been 1.3. Social capital and video games
found to be higher in extraversion than those who do not play vi-
deo games (Teng, 2008; Yee, 2001), potentially due to these games The movement towards online forms of communication has
attracting those who wish to incorporate social interaction into led researchers to acknowledge the existence of online relation-
their gaming experience. However, the negative correlation be- ships that may also contribute to social capital. The differing so-
tween extraversion and problematic World of Warcraft players cial context of communication and relationships occurring online
uncovered by Peters and Malesky (2008) suggests that PVGPs have necessitated parallel but functionally separate measures of
may not have the preference for social contact that is associated online and offline social capital to be developed (Williams,
with higher extraversion. It is, however, worth noting that a con- 2006). Because of the nature of the online communities created
nection between extraversion and problematic or non-problematic as a result of online (or indeed offline) video games, it has been
video game play has not been supported by all studies (e.g. Collins claimed that online social capital may be positively influenced
et al., 2012). It is therefore possible that the relationship between by video game involvement. Zhong (2011) suggests that both
extraversion and game use is not entirely straightforward. bridging and bonding social capital are present in MMORPG
Another construct linked to social behavior is empathy, which is and other online gaming communities through participation in
a vital component of social cognition. Empathy has been defined as guilds, quests and less formal inter-player interactions. In line
the drive to identify emotions and thoughts in other people and to with these claims, social capital has been found to be accrued
respond appropriately (Baron-Cohen, 2003). This trait has many in the same way in MMORPG and offline environments (Stein-
relevant links to social behaviors as empathic responses play an kuehler & Williams, 2006) and frequent play increases online so-
important role in relationships (Anderson & Keltner, 2002), proso- cial capital and social networks (Zhong, 2011). These games are
cial behaviors (Eisenberg & Miller, 1987) and other socially orien- particularly effective at generating weak ties in the form of
tated concepts, such as morality and altruistic acts (Batson, 1991). bridging capital (Steinkuehler & Williams, 2006) but also demon-
As would be expected, links have also been uncovered between strate the capability to generate bonding capital in the form of
low levels of this trait and antisocial behaviors (Jolliffe & Farring- strong friendships and romantic relationships (Cole & Griffiths,
ton, 2004; Lovett & Sheffield, 2007; Miller & Eisenberg, 1988). 2007). Moreover, contrary to previous claims, Zhong (2011)
Previous research concerning the relationship between empa- found that MMORPG play did not negatively affect offline rela-
thy and video game play has focused on the effects of violent med- tionships, suggesting that MMORPGs do not necessarily displace
ia use, finding this to be associated with lower empathy (e.g. offline interactions, but in fact supplement them.
Bartholow, Sestir, & Davis, 2005; Funk, Buchman, Jenks, & There may, however, be restrictions to how universal these ben-
Bechtoldt, 2003; Uhlmann & Swanson, 2004). However, with mod- efits are, as some have found no association with social support, a
ern games requiring cooperation and group play, it is plausible that factor that previous research would have suggested MMORPGs
players high in empathy may be more likely to succeed and enjoy would encourage (Dupuis & Ramsey, 2011). Tajima, Matsuo, Uryu,
this kind of game. Despite this, very little research has been con- and Sakamoto (2012) also found in a longitudinal study that play-
ducted on this topic. Empathy has also not received much attention ing an MMORPG did not increase social network size, suggesting
in relation to PVGP and it is therefore unclear how this personality that for some, simply playing did not encourage the development
trait may differ in PVGP and NPVGP populations. of relationships. While this may be attributable to the short, two
week period covered, these findings signify that not all players
1.2. Social capital may report positive social experiences.

Although socially orientated personality traits may influence 1.4. Social capital and PVGP
enjoyment of video games geared towards inter-player communi-
cations, it is also possible for these games to directly influence the It is not only the absence of positive social outcomes that have
individuals playing them. Due to the high levels of social interac- been discovered as there may also be negative aspects of playing
tion available and the resultant friendships, one logical way this video games. The associations between computer mediated com-
could manifest is in social capital. Social capital is a term that munication in the form of MMORPGs, other online games or inter-
has evaded a solid definition (Williams, 2006) although is usually net applications and decreased real life socializing has been widely
seen as a positive construct (Adler & Kwon, 2002) and in this area reported (e.g. Bergmark, Bergmark, & Findahl, 2011; Smyth, 2007).
of research is defined as the beneficial consequence of social inter- It has also been argued that while beneficial for some, internet
actions and behaviors (Portes, 1998; Williams, 2006). As with pre- based interactions may actually worsen the situation for those
vious investigations into the effects of video games, the focus of the with few offline relationships, as the reliance on online communi-
present study is social capital on an individual rather than commu- cation reduces offline contact (Shen & Williams, 2011). Existing
nity level, which can be separated into two subtypes: bonding and offline relationships have been reported to be of poorer quality in
bridging (Putnam, 2000). Bonding social capital refers to strong, highly engaged players compared to occasional or non-players,
emotional ties such as those between close friends and family with social anxiety being positively correlated with the time spent
and homogenous groups, with high levels of emotional support playing online games (Lo, Wang, & Fang, 2005). Griffiths, Davies,
(Granovetter, 1983; Putnam, 1995). Bridging capital on the other and Chappell (2004) report that 20.8% of adult MMORPG players
hand refers to weaker ties between less similar or compatible admitted to having to sacrifice real life relationships in order to
groups, who while not offering emotional support, do benefit the play the desired amount. Although these studies did not address
individual by providing different perspectives and creating oppor- the issue of PVGP directly, these connections indicate that it may
tunities for new experiences (Granovetter, 1983; Putnam, 1995). be particularly relevant to online and offline social capital.
The significance of high levels of social capital extends to do- Studies that have focused on problematic game use have found
mains beyond social situations, for example psychological well- it to be associated with increased loneliness and lower social
E. Collins, J. Freeman / Computers in Human Behavior 29 (2013) 1933–1940 1935

competence or greater social problems (Block, 2008; Ferguson 2. Methods


et al., 2011; Lemmens, Valkenburg, & Peter, 2011; Liu & Peng,
2009). It has been suggested that this relationship is underpinned 2.1. Participants
by lonely individuals preferring online over offline interactions due
to the relative safety of this medium (Kim, LaRose, & Peng, 2009) or A total of 416 participants were recruited (37.5% female), aged
because of lower levels of social skill in PVGP populations between 18 and 68 (M = 27.23, S.D. = 8.48). The greatest proportion
(Kheradmand, Zamani, Hedayati, Cheshomi, & Abedi, 2012; were students (42.1%) with the remaining working full time
Zamani, Kheradmand, Chesmi, Abedi, & Hedayati, 2010). This is (34.1%), part time (9.4%), unemployed (8.4%), self employed
alongside the discovery that motivations for playing involving (4.1%) or none of these options (1.8%). The majority of participants
the desire to forge relationships have also been implicated, sug- were white, and a total of 38.7% were British, with the rest mostly
gesting that problematic use of games or the internet may arise being American (20.4%) or Australian (13.7%) or Spanish (9.3%). The
out of deficient social support external to the game (Beranuy, remaining 17.9% were a wide variety of nationalities.
Oberst, Carbonell, & Chamarro, 2009; Caplan, Williams, & Yee, A total of 364 (87.5%) reported to play video games, 271 of
2009; Hsu, Wen, & Wu, 2009; King & Delfabbro, 2009; Ng & whom reported to play MMORPGs.
Wiemer-Hastings, 2005; Xu, Turel, & Yuan, 2012). Indeed, in adoles-
cents, the quality of existing relationships is negatively correlated 2.2. Instruments
with PVGP (Gentile et al., 2011) and PVGPs have also been reported
to be more socially inhibited (Porter, Starcevic, Berle, & Fenech, 2.2.1. Personality
2010). It is therefore logical that a difference may emerge between Empathy was assessed by the short version of the Empathy
PVGPs and NPVGPs in online and offline social capital. Quotient (EQ; Baron-Cohen & Wheelwright, 2004), which com-
prises of 22 items (a = .89), six of which were reverse scored. Par-
ticipants were required to indicate to what extent they agreed or
1.5. Video games and prosocial tendencies disagreed with the items, with one point for slightly agreeing or
disagreeing (whichever indicates a greater degree of empathy),
The potential social benefits of video games are not restricted to and two points for strong empathizing response.
individual relationships, as there has been an increased apprecia- The extraversion subscale of the short form revised Eysenck
tion that cooperative video games may produce prosocial out- Personality Question (EPQR-S; Eysenck, Eysenck, & Barrett, 1985)
comes. Zhong (2011) found a positive relationship between measured extraversion, using 12 items (a = .73). Participants were
MMORPG play and civic engagement as measured by involvement required to answer on a five point scale.
in online and offline communities, a relationship that appears to be
dependent on the performance of civic in-game behaviors (Lenhart, 2.2.2. Social capital
Kahne, Middaugh, Macgill, Evans, & Vitak, 2008). In relation to pro- Social capital was measured by the Internet Social Capital Scales
social outcomes, Sestir and Bartholow (2010) found that while vio- (ISCSs; Williams, 2006). This consists of a total of 40 items, with 20
lent games increased aggression, non-violent games increased assessing online social capital (a = .94) and 20 assessing offline so-
prosocial thoughts, despite these games not incorporating proso- cial capital (a = .93). These items were identical, except for the
cial goals. Other games that involve some form of in-game helping words ‘‘offline’’ and ‘‘online’’ in the question. The 20 items mea-
behavior have yielded similar results, demonstrating a capability sured two subscales, bridging and bonding, with 10 items in each.
for producing prosocial outcomes outside of the gaming context The bridging subscale had good reliability in both the offline
(e.g. Greitemeyer, 2011; Greitemeyer & Osswald, 2011), as well (a = .92) and online (a = .94) measures, as did the bonding subscale
as for reducing aggression (Greitemeyer & Osswald, 2009). Much (a = .89 and .92, respectively).
of the evidence for this relationship has involved the use of single
player games with prosocial goals, for example the game ‘Lem-
2.2.3. Prosocial tendencies
mings’, the objective of which is to guide a group of computer con-
Prosocial behavior was measured by the prosocial tendencies
trolled characters to safety by ensuring they avoid obstacles (e.g.
measure (PTM; Carlo & Randall, 2002). The PTM has been used
Greitemeyer & Osswald, 2011). While undoubtedly helpful in nat-
successfully with adults in the context of video games (Saleem,
ure, this does not resemble more modern cooperative games, de-
Anderson, & Gentile, 2012) and has been shown to have suitable
spite multiplayer environments involving even more salient
reliability and validity (Carlo, Hausmann, Christiansen, & Randall,
cooperative aspects. Very little work has addressed this possibility
2003; Carlo & Randall, 2002). This scale comprises of 23 items
or the potential influence of PVGP, despite the potential impor-
(a = .85), answerable on a five point likert scale ranking from 1
tance of social factors.
(‘‘Does not describe me at all’’) to 5 (‘‘Describes me greatly’’). This
scale is not intended to measure the frequency or extent of past
prosocial behaviors directly, but instead provides an indication as
1.6. Hypotheses to the individual’s tendency towards such acts and has been found
to correlate with the frequency (Carlo & Randall, 2002). It was felt
This study therefore aimed to consolidate the research base and that measuring the tendency may be more useful and less suscep-
incorporate further investigation of how PVGP may be differen- tible to memory effects or distortions due to exceptional circum-
tially related to social personality traits, social capital and prosocial stances occurring in the specified timeframe (for example, being
behaviors. In light of previous findings, it was hypothesized that: on holiday or stressed at work).

1. MMORPG play will be associated with higher empathy, extra- 2.2.4. Problematic video game play
version and higher online social capital as well as greater proso- Video game use was assessed by asking participants to report
cial tendencies. how many hours per week they played different genres of games,
2. PVGP will be associated with lower empathy, extraversion, off- namely first person shooters, action and adventure, sports, role
line social capital and prosocial tendencies. playing, fighting, strategy or simulation, casual or flash and most
importantly for the current experiment, MMORPGs.
1936 E. Collins, J. Freeman / Computers in Human Behavior 29 (2013) 1933–1940

PVGP was measured by the short version of the Game Addiction

Note: EQ = Empathy Quotient, EPQE = Eyesenck Personality Questionnaire-Extraversion, ISCS = Internet Social Capital Scale, PSTs = prosocial tendencies. All game play variables are measured in hours spent playing per week, with
.119**

.126**
scale (GA; Lemmens, Valkenburg, & Peter, 2009), comprising of se-

.242**

.216**
.227**

.497**
.362**
.162**
.259**
.379**

.541**
.263**
.230**
0.03

0.05
Game

0.005
total
ven items, answerable on a five point scale indicating how often

acronyms relating to first person shooters, Action/Adventure, Sports Games, Fighting Games, Strategy/Simulation Games, Social/Party Games, massively multiplayer online role playing games, and Casual/Flash Games.
0
during the last six months the respondents had experienced the

0.027

0.011

0.018

0.007
situation described, choosing from never, rarely, sometimes, often

.177**

.162**
.281**
.350**
0.027

0.072

0.064

0.054
0.006

.089*

.096*
.090*
CFG
and very often. This scale demonstrated good reliability (a = .85)
and each item is directly based on one of the seven vital criteria

.126**

.125**
0.036
0.021

0.064
for addiction, namely salience, tolerance, mood modification, re-

.216**
.216**

.223**
.128**

.146**
.171**
.240**
MMO

0.038

0.077
0.001
lapse, withdrawal, conflict and problems.

0.062

0.013

.111**
.224**
.183**
.267**
.237**
.103**
0.035

0.013

0.034
0.076

0.036
.100*
2.3. Procedure

SPG
Measures were presented on an online questionnaire, hosted by

.114**
.097**

.110**

0.051

.256**
.311**
.173**
.369**
.102**

.102**
0.046

0.053
.082*
EFS Survey software (http://www.unipark.de). Incomplete data

SSG
sets were excluded. All complete data sets were used in the analy-
sis and it took an average of 26 min to complete. Participants were

0.044
0.053
0.065
0.043
0.074
0.029

0.053

.236**
.367**
.272**
0.03

0.072
recruited through social networks, online forums (mostly those

FG
relating to gaming), survey websites and by posters and e-mails

0.075
0.042
0.032
0.041

0.029
0.049
distributed by the university.

.116**
.156**
0.07
0.024

0.047
A combination of correlational and between subjects analyses

SG
were employed.

.082*

.093*

.075*
.079*

.296**
0.049

0.036

0.012
0.058
0.045
AA
3. Results

0.031

0.049

0.002
.138**
.154**
.160**
0.07
0.012

0.02
FPS
3.1. Correlations

.146**
In order to assess the overall associations between the vari-
.193**

.120**

.108**
0.031

0.013
0.064
.086*
PSTs

ables, the data were entered into a Kendall’s Tau correlational anal-
ysis, the results of which are summarized in Table 1. Due to non-
players automatically scoring zero in the PVGP measure (and thus
ISCS online
bridging

potentially skewing the results concerning this variable), the corre-


.129**

.713**
.119**

.446**
0.06

0.057
.086*

lations were repeated for gamers only. For this analysis, PVGP was
found to correlate negatively with the offline capital total score
(s = .173, p < 0.01) and the offline bonding (s = .142, p < 0.01)
ISCS online

and bridging subscales (s = .154, p < 0.01). It also correlated pos-


bonding

.089**
0.044

itively with the online capital total score (s = .131, p < 0.01) and the
.751**
0.06
0.04

0.02

bonding (s=.114, p < 0.01) and bridging subscales (s=.116,


p < 0.01).
ISCS offline
bridging

.272**

0.023
.259**

.761**

.335**

3.2. Comparisons

PVGPs (n = 73), NPVGPs (n = 263) and NVGPs (n = 71) were also


Correlations between personality, social capital and video game use measures.

ISCS offline

directly compared. PVGPs were identified as those answering three


bonding

.166**

or above on the GA scale to at least half of the questions. The means


.282**

.601**
.075*

and standard deviations are summarized in Table 2. Mann Whitney


comparisons (see Fig. 1 for mean rankings) with Bonferonni correc-
0.056
online

tions indicated that although not differing in empathy or extraver-


.090**

0.008
ISCS

sion, PVGPs were significantly higher in online social capital


(U = 7256.5, p < 0.01), online bridging capital (U = 7427.5,
.261**
offline

p < 0.01) and online bonding capital (U = 7718, p < 0.05) than
.313**
ISCS

NPVGPs. They were also and lower in offline social capital


(U = 7021, p < 0.01) and the offline bonding (U = 7080.5, p < 0.01)
.243**

and bridging subscales (U = 7510.5, p < 0.01) than the other exper-
EPQE

imental groups, mirroring the correlational findings. A similar pat-


tern emerged when comparing PVGPs to NVGPs, with PVGPs
showing higher online social capital (U = 1418.5, p < 0.01) includ-
ing online bridging (U = 1540.5, p < 0.01) and bonding (U = 1587,
ISCS offline bridging

ISCS online bridging


ISCS offline bonding

ISCS online bonding

p < 0.01) and significantly lower in offline social capital


(U = 1706, p < 0.01), offline bonding (U = 1974, p < 0.05) and offline
bridging (U = 1731.5, p < 0.01).
ISCS offline
ISCS online
EPQE total

The only significant differences between NPVGPs and NVGPs


p < 0.01.
p < 0.05.

were that NPVGPs were higher in online social capital (U = 7141,


MMO
Table 1

PSTs

CFG
SPG
SSG
FPS
AA
EQ

SG

p < 0.05) and in both the online bonding (U = 7346, p < 0.01) and
FG

bridging (U = 7325, p < 0.01).


**
*
E. Collins, J. Freeman / Computers in Human Behavior 29 (2013) 1933–1940 1937

Table 2
Mean scores across experimental groups (with standard deviations in parentheses).

EQ EPQE ISCS offline ISCS offline ISCS offline ISCS online ISCS online ISCS online PSTs
total bonding bridging total bonding bridging
PVGP 22.86 (7.88) 17.38 (2.56) 71.34 (15.77) 39.31 (8.68) 32.03 (9.37) 68.18 (16.16) 29.21 (9.30) 38.97 (9.18) 58.91 (14.73)
NPVGP 22.92 (8.84) 17.41 (2.83) 79.31 (13.50) 43.21 (6.96) 36.10 (8.69) 60.87 (18.72) 25.85 (10.61) 35.02 (10.53) 59.14 (11.06)
NVGP 24.62 (9.21) 16.96 (3.23) 77.74 (20.90) 41.54 (9.78) 36.20 (12.45) 52.57 (21.11) 22.77 (10.09) 29.80 (13.42) 61.01 (14.19)

Note: EQ = Empathy Quotient, EPQE = Eyesenck Personality Questionnaire-Extraversion, ISCS = Internet Social Capital Scale and PSTs = prosocial tendencies.

Fig. 1. Mean rankings across the measures for problematic, non-problematic and non-gamers.

3.3. MMORPG use found to be significantly higher in online social capital (U = 2106,
p = 0.03) and online bridging capital (U = 2116, p = .032).
MMORPG players were also selected for separate analysis
(n = 166). A Kendall’s Tau correlational analysis demonstrated no
significant correlations with PVGP in this sample, although a neg- 4. Discussion
ative correlation with offline bonding capital (s = .107, p = 0.052)
and the offline capital total (s = .105, p = 0.054) approached sig- This study aimed to investigate the relationship between prob-
nificance. When compared with Mann Whitney tests, PVGPs were lematic and non-problematic video game use, in particular
1938 E. Collins, J. Freeman / Computers in Human Behavior 29 (2013) 1933–1940

MMORPG play and social personality traits, social capital and pro- The number of hours spent playing video games, and more spe-
social tendencies. Overall, it was found that neither empathy nor cifically MMORPGs were once again negatively correlated with off-
extraversion were significantly associated with general video game line social capital and positively with online social capital,
play, MMORPG play or PVGP, although significant relationships although interestingly neither measure was correlated with the
emerged with online and offline social capital. Throughout the var- subscale of offline bonding social capital. This is indicative of even
ious analyses, it was found that PVGP was associated with signifi- high levels of video game use only affecting weaker relationships
cantly higher online social capital and lower offline social capital (if this association is causal), leaving the individual able to main-
whereas NPVGPs appeared to demonstrate only higher online cap- tain the stronger offline relationships. The weaker ties may be
ital than non-players. Whilst this aspect was in line with the more prone to erosion due to the notion that these relationships
hypotheses, contrary to predictions, prosocial tendencies were are normally forged through organized activities such as employ-
not found to be in any way associated with MMORPG use or prob- ment or sports teams and therefore may not be maintained if these
lematic or non-problematic video game play. activities are ceased. Griffiths et al. (2004) report that as many as
20.8% of the MMORPG players interviewed admitted to sacrificing
relationships in order to play the desired amount, and this may
4.1. Personality
therefore explain the deterioration of bridging capital, if this rela-
tionship is indeed causal.
Extraversion has previously been found to be positively associ-
As bonding capital is the most valuable in terms of positive psy-
ated with online game play (Teng, 2008), although some studies
chological health (Poortinga, 2006), video games may not be as
have also reported no differences between MMORPG players and
much of a threat to offline relationships as has been previously ar-
non-players (e.g. Collins et al., 2012) so this may not be a straight-
gued. The significantly higher online capital is also indicative of
forward relationship. A similar result occurred in relation to PVGP,
meaningful and emotionally supportive online community, which
as extraversion was not found to differ between PVGPs, NPVGPs
may contribute to players’ continued involvement.
and NVGPs, despite some studies suggesting that PVGPs are lower
in this trait (e.g. Peters & Malesky, 2008). Once again, however,
4.3. Prosocial tendencies
Collins et al. (2012) also reported a null result, suggesting that this
relationship may be specific to certain samples, for example only
Unexpected null findings were also generated for the prosocial
highly engaged World of Warcraft players, as in Peters & Malesky
tendencies measure, as this score was not related positively to
(2008) study. These findings therefore contribute to the field’s
MMORPG use or negatively to PVGP as was predicted. Previous re-
understanding of the role of extraversion in the development of
search has linked cooperative video games to increases in prosocial
online relationships, video game play and PVGP.
behaviors, cognitions and accessibility of prosocial thoughts
Trait empathy similarly did not differ between MMORPG play-
(Greitemeyer, 2011; Greitemeyer & Osswald, 2009, 2011) and it
ers and non-players. This could be because MMORPGs, while
was hypothesized that the level of cooperation and in-game help-
requiring social interactions to succeed, do not rely on empathetic
ing behaviors characteristic of MMORPGs would produce a similar
reactions or the ability to identify and respond to others’ emotions.
effect. This was especially in light of findings showing greater
As PVGPs and NVGPs also demonstrated similar levels of trait
engagement in civic activities in MMORPG players (Zhong, 2011).
empathy, this would suggest that a lack of empathy is not a con-
Although civic engagement and prosocial behaviors are related,
tributing factor to PVGP. This is the first study to directly address
they are still quite distinct, as an individual can score highly on
this, and it is therefore difficult to assess how well this corresponds
measures of civic engagement by taking part in activities that are
with previous literature. However, as social deficits have been
not prosocially motivated, such as casting a vote in an online poll.
blamed for the development of PVGP (Lemmens et al., 2009) and
These novel findings suggest that it is possible that while involve-
considering the integral role of empathy in social competence
ment in MMORPGs may encourage participation in community
(Baron-Cohen, 2003), it may run counter to established literature.
based events or activities, this might not necessarily translate into
Conversely, it may be that while deficits in real life interactions
tendencies towards prosocial acts. It is also worth noting that the
do predispose individuals to PVGP, this is not due to low levels
cooperative games normally studied in terms of prosocial out-
of socially orientated personality traits but perhaps external
comes are not multiplayer and consequently, cooperation occurs
factors such as the accruement of social skills.
in a very different way to MMORPGS. MMORPGs rely on interac-
tions with real players and therefore may produce different out-
4.2. Online and offline social capital comes than those featuring cooperation with computerized
characters (for instance, in ‘‘Lemmings’’; Greitemeyer & Osswald,
The discovery that PVGP was associated with lower offline and 2011). The present study also wished to measure the tendency to-
higher online social capital is suggestive of a reliance on online so- wards prosocial acts rather than specific retrospective instances or
cial support networks and the absence of offline equivalents. It also accessibility to prosocial thoughts due to the cross-sectional nature
offers some support for theories that suggest reduced levels of off- of the investigation, and this may have further contributed to the
line social interaction either encourage the development of PVGP discrepant findings.
or occur as a result (Wan & Chiou, 2006), although the present Furthermore, due to the level of autonomy in some online
study is unable to inform as to the direction of this relationship. games and MMORPGs, players have the option to not take part in
It does however indicate that strong emotional bonds with fellow the cooperative and helpful behaviors that are most likely to elicit
players may compensate for a lack of support offline and motivate prosocial outcomes, or can at least minimize them in favor of alter-
further use (Cole & Griffiths, 2007), supporting research suggesting native activities. The content may therefore be an influential factor
this to be a main motivation for developing online relationships and as such, if social interactions are avoided by players, this may
(Mesch & Talmud, 2006). An alternative explanation for these find- have a direct effect on the resultant behaviors. Future research
ings is that those experiencing PVGP may become so absorbed with should consider collecting data on the number of in-game interac-
gaming that offline relationships deteriorate and that only friend- tions and the prevalence of prosocial events when investigating so-
ships and interactions that occur online can be maintained. Further cial outcomes. That said, Ducheneaut, Yee, Nickell, and Moore
research may wish to try to establish causation and investigate (2006) argue that even when not directly participating in any of
which scenario most accurately describes the situation. the social elements of MMORPGs, simply being present is a social
E. Collins, J. Freeman / Computers in Human Behavior 29 (2013) 1933–1940 1939

experience. Along this reasoning, it could be claimed that irrespec- tendencies, this may suggest that encouraging individuals to play
tive of in-game activities, the fact that you are playing alongside games may not be sufficient to encourage more helpful behavior.
other individuals may be sufficient to produce outcomes relating That said, these outcomes may still arise if the games contain a
to social experiences. Direct investigation into the differing effects large number of cooperative and prosocial tasks, something that
of in-game activities is therefore needed. can be written into to the game design or promoted to a greater de-
gree within existing games. The finding concerning high levels of
4.4. Limitations online social capital in MMORPG users has implications for individ-
uals that lack the emotional support needed in offline environ-
This study does have several other limitations that also need ments, as these games may be able to operate as a relatively
addressing. Although the usual issues with self report measures stress-free way to develop important and significant relationships
apply to a lot of studies in the field, one particular problem may with other players. These results also suggest that video games
arise from relying on self perceptions of social support. Impression may not be as detrimental to existing offline relationships as has
management may encourage some to exaggerate social capital, for been previously proposed. The lower offline bridging capital may,
example or conversely, factors such as depression or low self es- however, result in fewer employment opportunities and so this
teem may lead to underestimations. Depression has been linked may need to be investigated as a potential negative outcome of
to PVGP and problematic internet use (e.g. Gentile et al., 2011), MMORPG use. Moreover, focusing on encouraging offline social
making this limitation particularly relevant to these analyses. capital in PVGPs may be an effective way to treat or prevent this
Including a clinical diagnosis in the questionnaire would have been issue, making this a particularly interesting focus for future work.
problematic, although this is something that should be considered It is currently unclear whether this is a cause or effect of PVGP,
when interpreting the results. but previous research has suggested that the social deficits associ-
Future research may also wish to assess the external social con- ated with PVGP are in fact both, as they can precede PVGP but then
texts of the games played. Participants were asked how many be exacerbated by the preoccupation with online forms of commu-
hours they spent playing various genres of games but this did nication (van Rooij et al., 2010). Consequently, this may be an indi-
not provide data regarding whether this was a social experience cation that PVGP is encouraged by a lack of offline social support,
or not (for instance, if they were playing alone or with friends). De- but then continues to contribute to this by removing opportunities
tailed information on game-play, such as whether the games in for this to be remedied. However, research directly investigating
question were multiplayer, online or offline or played alone would the cause and effects of PVGP will be needed to ascertain whether
be beneficial. Moreover, investigation into how familiar partici- this is the case for social capital.
pants were with the games they played and the influence of differ- More broadly, these findings contribute to the ongoing debate
ent aspects of game design would have further informed the concerning whether video games are a positive or negative influ-
interpretation of the findings. This would have allowed more spe- ence, suggesting that both beneficial and detrimental outcomes
cific conclusions to be drawn and for the elements responsible for may be possible, at least in terms of social capital. The present
improving social capital and prosocial tendencies to be identified. study suggests that this may be dependent on the presence of
It has also been noted that offline and online relationships (and PVGP; those playing video games or MMORPGs without experienc-
consequently social capital) are not mutually exclusive and it ing PVGP stand to accrue online social capital while seemingly
can therefore be difficult for the two to be separated out remaining able to maintain strong offline bonds, whereas this is
(Haythornthwaite, 2002). For example, regular face-to-face offline not the case for those with PVGP. This positive outcome may be
interaction may have occurred as a result of initially online contact, best utilized by those for whom socializing in real life is difficult
making it difficult to know how to best categorize that relation- or stressful, for instance those low in extraversion or empathy
ship. Therefore, a more qualitative or interview based approach which stand to impede the development of offline relationships
may be best suited to collecting additional information, so that but do not negatively impact on online ones. Online opportunities
relationships and online and offline social capital can be estimated to socialize and form friendships may be particularly useful in
in a more accurate way. allowing these individuals to meet their social needs. Future work
Furthermore, there is little existing evidence that this reduction may wish to directly address how the increased online social cap-
in offline social capital in PVGPs is in fact detrimental or if it is ital encouraged by MMORPG use may be best exploited.
something that needs to be corrected, especially as it occurs along-
side increased online social capital. A substantial amount of re-
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