Professional Documents
Culture Documents
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.
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
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
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
.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
.089**
0.044
itively with the online capital total score (s = .131, p < 0.01) and the
.751**
0.06
0.04
0.02
.272**
0.023
.259**
.761**
.335**
3.2. Comparisons
ISCS offline
.166**
.601**
.075*
0.008
ISCS
p < 0.01) and online bonding capital (U = 7718, p < 0.05) than
.313**
ISCS
and bridging subscales (U = 7510.5, p < 0.01) than the other exper-
EPQE
PSTs
CFG
SPG
SSG
FPS
AA
EQ
SG
p < 0.05) and in both the online bonding (U = 7346, p < 0.01) and
FG
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-
References
search has linked high social capital or social support with
superior mental and physical health and lower levels with the re- Adler, P. S., & Kwon, S.-W. (2002). Social capital: Prospects for a new concept.
verse (Poortinga, 2006; Rose, 2000) so it is evident that if negative Academy of Management Review, 27, 17–40.
correlations existed for social capital across modalities, this could Anderson, C., & Keltner, D. (2002). The role of empathy in the formation and
maintenance of social bonds. Behavioral and Brain Sciences, 25, 21–22.
be a concern. However, it may be that the high levels of online sup- Baron-Cohen, S. (2003). The essential difference: Men, women and the extreme male
port counter any negative impact from a lack of offline support. brain. London: Penguin.
More research is needed for this to be clear. Baron-Cohen, S., & Wheelwright, S. (2004). The Empathy Quotient (EQ): An
investigation of adults with Asperger Syndrome and high-functioning autism,
and normal sex differences. Journal of Autism and Developmental Disorders, 34,
4.5. Implications and conclusions 163–175.
Bartholow, B. D., Sestir, M. A., & Davis, E. (2005). Correlates and consequences of
exposure to video game violence: Hostile personality, empathy, and aggressive
These findings do, however, have important implications in behavior. Personality and Social Psychology Bulletin, 31, 1573–1586.
terms of understanding the potential effects of video games on Batson, C. D. (1991). The altruism question: Toward a social-psychological answer.
interpersonal relationships online and offline, as well as providing Hillsdale, NJ, England: Lawrence Erlbaum Associates, Inc.
Beranuy, M., Oberst, U., Carbonell, X., & Chamarro, A. (2009). Problematic Internet
an insight into associations with PVGP. As online games are
and mobile phone use and clinical symptoms in college students: The role of
increasing in popularity, it is important that research attempts to emotional intelligence. Computers in Human Behavior, 25, 1182–1187.
keep up with these changes in gaming preferences. This is to en- Bergmark, K. H., Bergmark, A., & Findahl, O. (2011). Extensive internet
sure the field has an accurate and current understanding of media involvement—Addiction or emerging lifestyle? International Journal of
Environmental Research and Public Health, 8, 4488–4501.
effects and how games can be used to benefit individuals. As game Block, J. J. (2008). Issues for DSM-V: Internet addiction. The American Journal of
time in itself irrespective of genre was not related to prosocial Psychiatry, 165, 306–307.
1940 E. Collins, J. Freeman / Computers in Human Behavior 29 (2013) 1933–1940
Bowman, N. D., Schultheiss, D. & Schumann, C. (2008). Community vs. soloplaying Project. Retrieved October 12th 2012 from <http://www.pewinternet.org//
in multiplayer internet games. Proceedings of The Player Conference. 452–468. media/Files/Reports/2008/
Caplan, S. E., Williams, D. C., & Yee, N. (2009). Problematic Internet use and PIP_Teens_Games_and_Civics_Report_FINAL.pdf.pdf>.
psychosocial well-being among MMO players. Computers in Human Behavior, 25, Liu, M., & Peng, W. (2009). Cognitive and psychological predictors of the negative
1312–1319. outcomes associated with playing MMOGs (massively multiplayer online
Carlo, G., Hausmann, A., Christiansen, S., & Randall, B. A. (2003). Sociocognitive and games). Computers in Human Behavior, 25, 1306–1311.
behavioral correlates of a measure of prosocial tendencies for adolescents. Lo, S.-K., Wang, C.-C., & Fang, W. (2005). Physical interpersonal relationships and
Journal of Early Adolescence, 23, 107–134. social anxiety among online game players. Cyber Psychology and Behavior, 8,
Carlo, G., & Randall, B. A. (2002). The development of a measure of prosocial 15–20.
behaviors for late adolescents. Journal of Youth and Adolescence, 31, 31–44. Lovett, B. J., & Sheffield, R. A. (2007). Affective empathy deficits in aggressive
Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online children and adolescents: A critical review. Clinical Psychology Review, 27, 1–13.
role-playing gamers. Cyber Psychology and Behavior, 10, 575–583. Mesch, G. S., & Talmud, I. (2006). Online friendship formation, communication
Collins, E., Freeman, J., & Chamarro-Premuzic (2012). Personality traits associated channels, and social closeness. International Journal of Internet Science, 1, 29–44.
with problematic and non-problematic massively multiplayer online role Miller, P. A., & Eisenberg, N. (1988). The relationship of empathy to aggressive and
playing game use. Personality and Individual Differences, 52, 133–138. externalizing/antisocial behavior. Psychological Bulletin, 103, 324–344.
Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). ‘‘Alone together?’’ Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the internet and online
Exploring the social dynamics of massively multiplayer online games. In: ACM gaming. Cyber Psychology and Behavior, 8, 110–113.
conference on human factors in computing systems. Montreal, Canada: ACM. Peters, C. S., & Malesky, L. A. (2008). Problematic usage among highly-engaged
Dupuis, E. C., & Ramsey, M. A. (2011). The relation of social support to depression in players of massively multiplayer online role playing games. Cyber Psychology
massively multiplayer online role-playing games. Journal of Applied Social and Behavior, 11, 481–484.
Psychology, 41, 2479–2491. Poortinga, W. (2006). Social capital: An individual or collective resource for health?
Eaton, L. G., & Funder, D. C. (2003). The creation and consequences of the social Social Science and Medicine, 62, 292–302.
world: An interactional analysis of extraversion. European Journal of Personality, Porter, G., Starcevic, V., Berle, D., & Fenech, P. (2010). Recognizing problem video
17, 375–395. game use. Australian and New Zealand Journal of Psychiatry, 44, 120–128.
Eisenberg, N., & Miller, P. A. (1987). The relation of empathy to prosocial and related Portes, A. (1998). Social capital: Its origins and applications in modern sociology.
behaviors. Psychological Bulletin, 101, 91–119. Annual Review of Sociology, 24, 1–24.
Eysenck, S. B. G., Eysenck, H. J., & Barrett, P. (1985). A revised version of the Putnam, R. D. (1995). Tuning in, tuning out: The strange disappearance of social
psychoticism scale. Personality and Individual Differences, 6, 21–29. capital in America. Political Science and Politics, 28, 664–683.
Ferguson, C. J., Coulson, M., & Barnett, J. (2011). A meta-analysis of pathological Putnam, R. D. (2000). Bowling alone: The collapse and revival of American community.
gaming prevalence and comorbidity with mental health, academic and social New York: Simon & Schuster.
problems. Journal of Psychiatric Research, 45, 1573–1578. Roberts, D. F., Foehr, U. G., Rideout, V. J., & Brodie, M. (1999). Kids and media @ the
Funk, J. B., Buchman, D., Jenks, J., & Bechtoldt, H. (2003). Playing violent video new millennium. Menlo Park, CA: Kaiser Family Foundation.
games, desensitization and moral evaluation in children. Applied Development Rose, R. (2000). How much does social capital add to individual health? A survey
Psychology, 24, 413–436. study of Russians. Social Science and Medicine, 51, 1421–1435.
Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., et al. (2011). Pathological Saleem, M., Anderson, C. A., & Gentile, D. A. (2012). Effects of prosocial, neutral, and
video game use among youths: A two-year longitudinal study. Pediatrics, 127, violent video games on college students’ affect and behaviors. Aggressive
e319–e329. Behavior. Advanced Online Publication. doi: 10.1002/ab.21427.
Granovetter, M. (1983). The strength of weak ties: A network theory revisited. Sestir, M. A., & Bartholow, B. D. (2010). Violent and nonviolent video games produce
Sociological Theory, 1, 201–233. opposing effects on aggressive and prosocial outcomes. Journal of Experimental
Greitemeyer, T. (2011). Effects of prosocial media on social behavior: When and Social Psychology, 46, 934–942.
why does media exposure affect helping and aggression? Current Directions in Shen, C., & Williams, D. (2011). Unpacking time online: Connecting internet and
Psychological Science, 20, 251–255. massively multiplayer online game use with psychosocial well-being.
Greitemeyer, T., & Osswald, S. (2009). Prosocial video games reduce aggressive Communication Research, 38, 123–149.
cognitions. Journal of Experimental Social Psychology, 45, 896–900. Smyth, J. M. (2007). Beyond self-selection in video game play: An experimental
Greitemeyer, T., & Osswald, S. (2011). Playing prosocial video games increases the examination of the consequences of massively multiplayer online role-playing
accessibility of prosocial thoughts. Journal of Social Psychology, 151, 121–128. game play. Cyber Psychology and Behavior, 10, 717–721.
Griffiths, M. D. (2000). Does internet and computer ‘‘addiction’’ exist? Some case Steinkuehler, C. A., & Williams, D. C. (2006). Where everybody knows your (screen)
study evidence. Cyber Psychology and Behavior, 3, 211–218. name: Online games as ‘‘Third Places’’. Journal of Computer-Mediated
Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2004). Online computer gaming: A Communication, 11, 885–909.
comparison of adolescent and adult gamers. Journal of Adolescence, 27, 87–96. Swickert, R. J., Rosentreter, C. J., Hittner, J. B., & Mushrush, J. E. (2002). Extraversion,
Griffiths, M. D., & Hunt, N. (1998). Dependence on computer games by adolescents. social support processes, and stress. Personality and Individual Differences, 32,
Psychological Reports, 82, 475–480. 877–891.
Griffiths, M. D., & Meredith, A. (2009). Videogame addiction and its treatment. Tajima, S., Matsuo, Y., Uryu, K., & Sakamoto, A. (2012). Effects of playing massively
Journal of Contemporary Psychotherapy, 39, 247–253. multiplayer online role-playing game on the interpersonal networks of players:
Haythornthwaite, C. (2002). Strong, weak, and latent ties and the impact of new An experimental study targeting new players. In Proceedings of the science of
media. The Information Society, 18, 385–401. human development for restructuring the ‘‘Gap Widening Society’’ (Vol. 17) (pp.
Helliwell, J. F., & Putnam, R. D. (2004). The social context of well-being. Philosophical 51–61).
Transactions of the Royal Society B: Biological Sciences, 359, 1435–1446. Teng, C. I. (2008). Personality differences between online game players and
Hsu, S. H., Wen, M., & Wu, M. (2009). Exploring user experiences as predictors of nonplayers in a student sample. Cyber Psychology and Behavior, 11, 232–234.
MMORPG addiction. Computers and Education, 53, 990–999. Uhlmann, E., & Swanson, J. (2004). Exposure to violent video games increases
Jolliffe, D., & Farrington, D. P. (2004). Empathy and offending: A systematic review automatic aggressiveness. Journal of Adolescence, 27, 41–52.
and meta-analysis. Aggression and Violent Behavior, 9, 441–476. van Rooij, A. J., Schoenmakers, T. M., van de Eijnden, R. J. J. M., & van de Mheen, D.
Kaye, L. K., & Bryce, J. (2012). Putting the ‘‘fun factor’’ into gaming: The influence of (2010). Compulsive internet use: The role of online gaming and other internet
social contexts on experiences of playing videogames. International Journal of applications. Journal of Adolescent Health, 47, 51–57.
Internet Science (pp. 1–41). Wan, C.-S., & Chiou, W.-B. (2006). Psychological motives and online games
Kheradmand, A., Zamani, B., Hedayati, N., Cheshomi, M., & Abedi, A. (2012). addiction: a test of flow theory and humanistic needs theory for Taiwanese
Comparing the social skills of students addicted to computer games with adolescents. Cyber Psychology and Behavior, 9, 317–324.
normal students. In: 20th European Congress of Psychiatry, Vol. 27. Elsevier. Williams, D. C. (2006). On and off the ’net: Scales for social capital in an online era.
Kim, J., LaRose, R., & Peng, W. (2009). Loneliness as the cause and the effect of Journal of Computer-Mediated Communication, 11, 593–628.
problematic Internet use: The relationship between internet use and Xu, Z., Turel, O., & Yuan, Y. (2012). Online game addiction among adolescents:
psychological well-being. Cyber Psychology and Behavior, 12, 451–455. Motivation and prevention factors. European Journal of Information Systems, 21,
King, D. L., & Delfabbro, P. H. (2009). Understanding and assisting excessive players 321–340.
of video games: A community psychology perspective. Australian Community Yee, N. (2001). The Norathian Scrolls: A study of Everquest. Retrieved from: <http://
Psychologist, 21, 62–74. www.nickyee.com/eqt/report.html>.
Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a Zamani, E., Kheradmand, A., Chesmi, M., Abedi, A., & Hedayati, N. (2010). Comparing
game addiction scale for adolescents. Media Psychology, 12, 1–32. the social skills of students addicted to computer games with normal students.
Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). The effects of pathological Journal of Addiction and Health, 2, 59–65.
gaming on aggressive behavior. Journal of Youth and Adolescence, 4, 38–47. Zhong, Z.-J. (2011). The effects of collective MMORPG (Massively Multiplayer Online
Lenhart, A., Kahne, J., Middaugh, E., Macgill, A. R., Evans, C., & Vitak, J. (2008). Teens, Role-Playing Games) play on gamers’ online and offline social capital. Computers
video games, and civics: Teens’ gaming experiences are diverse and include in Human Behavior, 27, 2352–2363.
significant social interaction and civic engagement. Pew Internet & American Life