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How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing

Playing digital games can nurture wellbeing by helping players recover from daily stressors, cope with life's challenges, practice emotion regulation, and engage in meaningful social interaction; however, this same leisure activity can also result in problematic gaming (i.e., harmful play at th...

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Autores principales: Mandryk, Regan L., Frommel, Julian, Armstrong, Ashley, Johnson, Daniel
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7533578/
https://www.ncbi.nlm.nih.gov/pubmed/33071843
http://dx.doi.org/10.3389/fpsyg.2020.02165
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author Mandryk, Regan L.
Frommel, Julian
Armstrong, Ashley
Johnson, Daniel
author_facet Mandryk, Regan L.
Frommel, Julian
Armstrong, Ashley
Johnson, Daniel
author_sort Mandryk, Regan L.
collection PubMed
description Playing digital games can nurture wellbeing by helping players recover from daily stressors, cope with life's challenges, practice emotion regulation, and engage in meaningful social interaction; however, this same leisure activity can also result in problematic gaming (i.e., harmful play at the expense of healthy behaviors), and social isolation that damages wellbeing. Research consistently demonstrates that the value or harm of gaming on wellbeing cannot be determined solely from whether and how much people play, but rather depends on contingent factors related to the player, the game, and the gaming context. In this paper, we aim to model contingent factors that differentiate between beneficial and harmful outcomes within players of the same massively multiplayer online role playing game (MMORPG). We model how passion for gaming—defined as a strong desire to engage in a beloved activity that is enjoyed and valued, in which time and energy is invested, and that ultimately integrates into a person's identity—affects loneliness and wellbeing. We employ the dualistic model that divides passion into harmonious passion (HP)—characterized by a balanced and authentic relationship with the beloved activity, and obsessive passion (OP)—characterized by preoccupation and inflexible persistence toward the loved activity. We sampled 300 frequent World of Warcraft (WoW) players, recruited from online forums, and used structural equation modeling (SEM) to investigate the effects of their passion for playing WoW on in-game social capital, loneliness, and wellbeing. We demonstrate that HP for playing WoW facilitates in-game social capital (both bridging and bonding), combats loneliness, and increases wellbeing, whereas OP also builds social capital, but these social ties do not combat loneliness, and OP is directly associated with increased loneliness. Further, the positive effect of HP on wellbeing is mediated through an increase in bonding social capital and a resulting decrease in loneliness. Our findings highlight that passion orientation is important for characterizing the relationship between gaming and wellbeing. We contribute to the conversation on combating problematic gaming, while also promoting digital gaming as an appealing leisure activity that provides enjoyment, recovery, and meaningful social interaction for the millions of gamers who benefit from its captivation.
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spelling pubmed-75335782020-10-15 How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing Mandryk, Regan L. Frommel, Julian Armstrong, Ashley Johnson, Daniel Front Psychol Psychology Playing digital games can nurture wellbeing by helping players recover from daily stressors, cope with life's challenges, practice emotion regulation, and engage in meaningful social interaction; however, this same leisure activity can also result in problematic gaming (i.e., harmful play at the expense of healthy behaviors), and social isolation that damages wellbeing. Research consistently demonstrates that the value or harm of gaming on wellbeing cannot be determined solely from whether and how much people play, but rather depends on contingent factors related to the player, the game, and the gaming context. In this paper, we aim to model contingent factors that differentiate between beneficial and harmful outcomes within players of the same massively multiplayer online role playing game (MMORPG). We model how passion for gaming—defined as a strong desire to engage in a beloved activity that is enjoyed and valued, in which time and energy is invested, and that ultimately integrates into a person's identity—affects loneliness and wellbeing. We employ the dualistic model that divides passion into harmonious passion (HP)—characterized by a balanced and authentic relationship with the beloved activity, and obsessive passion (OP)—characterized by preoccupation and inflexible persistence toward the loved activity. We sampled 300 frequent World of Warcraft (WoW) players, recruited from online forums, and used structural equation modeling (SEM) to investigate the effects of their passion for playing WoW on in-game social capital, loneliness, and wellbeing. We demonstrate that HP for playing WoW facilitates in-game social capital (both bridging and bonding), combats loneliness, and increases wellbeing, whereas OP also builds social capital, but these social ties do not combat loneliness, and OP is directly associated with increased loneliness. Further, the positive effect of HP on wellbeing is mediated through an increase in bonding social capital and a resulting decrease in loneliness. Our findings highlight that passion orientation is important for characterizing the relationship between gaming and wellbeing. We contribute to the conversation on combating problematic gaming, while also promoting digital gaming as an appealing leisure activity that provides enjoyment, recovery, and meaningful social interaction for the millions of gamers who benefit from its captivation. Frontiers Media S.A. 2020-09-15 /pmc/articles/PMC7533578/ /pubmed/33071843 http://dx.doi.org/10.3389/fpsyg.2020.02165 Text en Copyright © 2020 Mandryk, Frommel, Armstrong and Johnson. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Mandryk, Regan L.
Frommel, Julian
Armstrong, Ashley
Johnson, Daniel
How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing
title How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing
title_full How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing
title_fullStr How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing
title_full_unstemmed How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing
title_short How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing
title_sort how passion for playing world of warcraft predicts in-game social capital, loneliness, and wellbeing
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7533578/
https://www.ncbi.nlm.nih.gov/pubmed/33071843
http://dx.doi.org/10.3389/fpsyg.2020.02165
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