TY - JOUR
T1 - The role of social identity and online social
capital on psychosocial outcomes in MMO
players
AU - Kaye, Linda
AU - Kowert, Rachel
AU - Quinn, Sally
PY - 2017/9/1
Y1 - 2017/9/1
N2 - Previous literature has found inconsistent
relationships between online gaming
engagement and psychosocial outcomes.
To add clarity to this discussion, we
explored these relationships though a
multidimensional lens of gaming
engagement. That is, we examined the
role of gamer identity and online social
capital as mediators of online gaming
engagement and psychosocial outcomes
(i.e. self-esteem, loneliness, social
competence). We addressed this in a
sample of Massively Multiplayer Online
(MMOs) players (N = 708), via an online
questionnaire to establish cross-sectional
associations. Findings revealed positive
relationships between MMO engagement
(measured by a multidimensional
measure), gamer identity, and online social
capital. Additionally, gamer identity
related positively to self-esteem and social
competence, and negatively with
loneliness. Differential outcomes were also
found between social capital and
loneliness. Specifically, loneliness was
negatively related to online bonding, but
positively with online bridging capital,
highlighting the importance of exploring
the constitution of gaming communities to
assess their role in promoting varying
dimensions of social capital and the
associated psychological correlates. Taken
together, we evidence the psychosocial
benefits of MMO engagement, specifically
in relation to the social value of identifying
and connecting with others in MMOs.
Additionally, we highlight the complexities
surrounding the concept and measurement
of gaming engagement.
AB - Previous literature has found inconsistent
relationships between online gaming
engagement and psychosocial outcomes.
To add clarity to this discussion, we
explored these relationships though a
multidimensional lens of gaming
engagement. That is, we examined the
role of gamer identity and online social
capital as mediators of online gaming
engagement and psychosocial outcomes
(i.e. self-esteem, loneliness, social
competence). We addressed this in a
sample of Massively Multiplayer Online
(MMOs) players (N = 708), via an online
questionnaire to establish cross-sectional
associations. Findings revealed positive
relationships between MMO engagement
(measured by a multidimensional
measure), gamer identity, and online social
capital. Additionally, gamer identity
related positively to self-esteem and social
competence, and negatively with
loneliness. Differential outcomes were also
found between social capital and
loneliness. Specifically, loneliness was
negatively related to online bonding, but
positively with online bridging capital,
highlighting the importance of exploring
the constitution of gaming communities to
assess their role in promoting varying
dimensions of social capital and the
associated psychological correlates. Taken
together, we evidence the psychosocial
benefits of MMO engagement, specifically
in relation to the social value of identifying
and connecting with others in MMOs.
Additionally, we highlight the complexities
surrounding the concept and measurement
of gaming engagement.
KW - Online gaming
KW - Psychosocial outcomes
KW - Social identity
KW - Online social capital
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U2 - 10.1016/j.chb.2017.04.030
DO - 10.1016/j.chb.2017.04.030
M3 - Article (journal)
SN - 0747-5632
VL - 74
SP - 215
EP - 223
JO - Computers in Human Behavior
JF - Computers in Human Behavior
ER -