The role of social identity and online social capital on psychosocial outcomes in MMO players

Linda Kaye, Rachel Kowert, Sally Quinn

Research output: Contribution to journalArticle

14 Citations (Scopus)
59 Downloads (Pure)

Abstract

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.
Original languageEnglish
Pages (from-to)215-223
JournalComputers in Human Behavior
Volume74
Early online date24 Apr 2017
DOIs
Publication statusE-pub ahead of print - 24 Apr 2017

Fingerprint

Loneliness
Social Identification
Self Concept
Lenses
Social Values
Constitution and Bylaws
Economics
Psychology
Social Capital
Social Identity
Object Attachment

Keywords

  • Online gaming
  • Psychosocial outcomes
  • Social identity
  • Online social capital

Cite this

@article{68a01055fc8f4c4ab08950fb57ebbdb1,
title = "The role of social identity and online social capital on psychosocial outcomes in MMO players",
abstract = "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.",
keywords = "Online gaming, Psychosocial outcomes, Social identity, Online social capital",
author = "Linda Kaye and Rachel Kowert and Sally Quinn",
year = "2017",
month = "4",
day = "24",
doi = "10.1016/j.chb.2017.04.030",
language = "English",
volume = "74",
pages = "215--223",
journal = "Computers in Human Behavior",
issn = "0747-5632",
publisher = "Elsevier",

}

The role of social identity and online social capital on psychosocial outcomes in MMO players. / Kaye, Linda; Kowert, Rachel; Quinn, Sally.

In: Computers in Human Behavior, Vol. 74, 24.04.2017, p. 215-223.

Research output: Contribution to journalArticle

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 - 2017/4/24

Y1 - 2017/4/24

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

U2 - 10.1016/j.chb.2017.04.030

DO - 10.1016/j.chb.2017.04.030

M3 - Article

VL - 74

SP - 215

EP - 223

JO - Computers in Human Behavior

JF - Computers in Human Behavior

SN - 0747-5632

ER -