Psychosocial causes and consequences of online video game play

Kowert Rachel, Vogelgesang Jens, Festl Ruth, Quandt Thorsten

Research article (journal) | Peer reviewed

Abstract

Due to its worldwide popularity, researchers have grown concerned as to whether or not engagement within online video gaming environments poses a threat to public health. Previous research has uncovered inverse relationships between frequency of play and a range of psychosocial outcomes, however, a reliance on cross-sectional research designs and opportunity sampling of only the most involved players has limited the broader understanding of these relationships. Enlisting a large representative sample and a longitudinal design, the current study examined these relationships and the mechanisms that underlie them to determine if poorer psychosocial outcomes are a cause (i.e., pre-existing psychosocial difficulties motivate play) or a consequence (i.e., poorer outcomes are driven by use) of online video game engagement. The results dispute previous claims that online game play has negative effects on the psychosocial well-being of its users and instead indicate that individuals play online games to compensate for pre-existing social difficulties.

Details about the publication

JournalComputers in Human Behavior
Volume45
StatusPublished
Release year2015
Language in which the publication is writtenEnglish
DOI10.1016/j.chb.2014.11.074

Authors from the University of Münster

Festl, Ruth
Professur für Kommunikationswissenschaft, Schwerpunkt: Onlinekommunikation (Prof. Quandt)
Kowert, Rachel Valeria
Institute Communication Studies
Quandt, Thorsten
Professur für Kommunikationswissenschaft, Schwerpunkt: Onlinekommunikation (Prof. Quandt)
Vogelgesang, Jens
Professur für Kommunikationswissenschaft, Schwerpunkt: Onlinekommunikation (Prof. Quandt)