The partial truths of compensatory and poor-get-poorer internet use theories: More highly involved videogame players experience greater psychosocial benefits. (January 2018)
- Record Type:
- Journal Article
- Title:
- The partial truths of compensatory and poor-get-poorer internet use theories: More highly involved videogame players experience greater psychosocial benefits. (January 2018)
- Main Title:
- The partial truths of compensatory and poor-get-poorer internet use theories: More highly involved videogame players experience greater psychosocial benefits
- Authors:
- Snodgrass, Jeffrey G.
Bagwell, Andrew
Patry, Justin M.
Dengah, H.J. Francois
Smarr-Foster, Cheryl
Van Oostenburg, Max
Lacy, Michael G. - Abstract:
- Abstract: Research has established loneliness as a good predictor of intensive Internet use. But it is not fully understood whether Internet activity lessens lonely individuals' felt distress (known as positive psychosocial "compensation"), or by contrast further magnifies it (the "poor-get-poorer" hypothesis). Focused on online videogames in particular, we use qualitative cultural psychiatric interviews (N = 20) and path analysis of online survey data (N = 3629) to model pathways connecting loneliness, videogame involvement, and positive and negative online gaming experiences. Informed by social signaling theory, we hypothesize that lonely individuals who are intensively involved in online videogames (as opposed to playing casually) will experience more positive play experiences, given the way that such gamers' costly expenditures of time, energy, and resources "signal" their commitment and also their insiderness to gaming communities, thus fostering for them a greater sense of social inclusion and support. By contrast, lonely gamers who fail to engage videogames in this intensive and socially supportive manner can instead compound their life distress with additional problems related to their online play. Ironically, it is thus gamers displaying dimensions of what seems on the surface to be "addictive" play—but is better described in this context as intensive gaming involvement—who experience the greatest psychosocial benefits from their play. Our research aims to addAbstract: Research has established loneliness as a good predictor of intensive Internet use. But it is not fully understood whether Internet activity lessens lonely individuals' felt distress (known as positive psychosocial "compensation"), or by contrast further magnifies it (the "poor-get-poorer" hypothesis). Focused on online videogames in particular, we use qualitative cultural psychiatric interviews (N = 20) and path analysis of online survey data (N = 3629) to model pathways connecting loneliness, videogame involvement, and positive and negative online gaming experiences. Informed by social signaling theory, we hypothesize that lonely individuals who are intensively involved in online videogames (as opposed to playing casually) will experience more positive play experiences, given the way that such gamers' costly expenditures of time, energy, and resources "signal" their commitment and also their insiderness to gaming communities, thus fostering for them a greater sense of social inclusion and support. By contrast, lonely gamers who fail to engage videogames in this intensive and socially supportive manner can instead compound their life distress with additional problems related to their online play. Ironically, it is thus gamers displaying dimensions of what seems on the surface to be "addictive" play—but is better described in this context as intensive gaming involvement—who experience the greatest psychosocial benefits from their play. Our research aims to add nuance to debates about how the Internet shapes the mental health of distressed emerging adults in particular. Rather than posing a single solution, we posit that the answer depends on the manner in which lonely and distressed individuals engage with life online. Graphical abstract: Lonely gamers' more highly involved play produces positive social and experiential outcomes, as well as decreased disordered "addictive" gaming (IGD-9). Highlights: Considering videogame involvement helps distinguish healthy from problem play. More involved gamers "signal" greater passion, thus winning social support. More intensive videogame involvement psychosocially compensates for loneliness. Lonelier gamers playing casually suffer greater adverse gaming-related consequences. Study combines cultural psychiatric interviews with a path analysis of survey data. … (more)
- Is Part Of:
- Computers in human behavior. Volume 78(2018)
- Journal:
- Computers in human behavior
- Issue:
- Volume 78(2018)
- Issue Display:
- Volume 78, Issue 2018 (2018)
- Year:
- 2018
- Volume:
- 78
- Issue:
- 2018
- Issue Sort Value:
- 2018-0078-2018-0000
- Page Start:
- 10
- Page End:
- 25
- Publication Date:
- 2018-01
- Subjects:
- Online computer games -- Virtual worlds -- Loneliness -- Social support -- Positive gaming engagement -- Internet addiction -- Problematic gaming
Interactive computer systems -- Periodicals
Man-machine systems -- Periodicals
004.019 - Journal URLs:
- http://www.sciencedirect.com/science/journal/07475632 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.chb.2017.09.020 ↗
- Languages:
- English
- ISSNs:
- 0747-5632
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3394.921600
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 10610.xml