Researchers propose “internet gaming disorder” as characterized by excessive or poorly controlled... more Researchers propose “internet gaming disorder” as characterized by excessive or poorly controlled behaviors, preoccupations, and urges regarding online gaming that lead to distress or impairment (Pontes and Griffiths 2015). They suggest that distressful patterns of internet use, like other behavioral addictions, can be usefully classified with alcohol and drug use disorders, as they share common characteristics related to salience, mood modification, tolerance, withdrawal, conflict, and relapse (Block 2008). Our approach has led us to take a more balanced insiders’ approach to online gaming by observing the full range of both positive and negative experiences (Snodgrass et al. 2012). This has led us in the present study to treat so-called online “addiction” as a fusion of a more neutral intensive gaming involvement with high negative and low positive play consequences, which is but one of many other possible online gaming outcomes.
The current study examines social anxiety, real and virtual world social support, and problemati... more The current study examines social anxiety, real and virtual world social support, and problematic Internet use (PIU) among players of massively multiplayer online role playing games (MMORPGs), internet-based games that are ongoing and involve many players represented as online characters. MMORPGs have become increasingly popular in recent years, and with this increased popularity, concerns have been raised regarding possible effects of heavy MMORPG use on players’ social support, health, and well-being, particularly for vulnerable individuals such as those suffering from social anxiety. This study uses path modeling to examine relationships between the development of Problematic Internet Use (PIU), and several key factors related to social functioning in a large sample (N = 883) of MMORPG participants, including their levels of social anxiety and perceived real world and virtual world social support. Findings indicated that social anxiety increases risk for PIU, and that this risk is partially mediated by levels of real world, but not virtual world social support. Implications for future for future research on psychological and psychosocial well-being, perceptions of social support, and therapeutic implementation of MMORPGs are discussed.
Abstract: Research has established loneliness as a good predictor of intensive Internet use. But ... more 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 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. Key words: Online computer games; Virtual worlds; Loneliness; Social support; Positive gaming engagement; Internet addiction; Problematic gaming 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.
Researchers propose “internet gaming disorder” as characterized by excessive or poorly controlled... more Researchers propose “internet gaming disorder” as characterized by excessive or poorly controlled behaviors, preoccupations, and urges regarding online gaming that lead to distress or impairment (Pontes and Griffiths 2015). They suggest that distressful patterns of internet use, like other behavioral addictions, can be usefully classified with alcohol and drug use disorders, as they share common characteristics related to salience, mood modification, tolerance, withdrawal, conflict, and relapse (Block 2008). Our approach has led us to take a more balanced insiders’ approach to online gaming by observing the full range of both positive and negative experiences (Snodgrass et al. 2012). This has led us in the present study to treat so-called online “addiction” as a fusion of a more neutral intensive gaming involvement with high negative and low positive play consequences, which is but one of many other possible online gaming outcomes.
The current study examines social anxiety, real and virtual world social support, and problemati... more The current study examines social anxiety, real and virtual world social support, and problematic Internet use (PIU) among players of massively multiplayer online role playing games (MMORPGs), internet-based games that are ongoing and involve many players represented as online characters. MMORPGs have become increasingly popular in recent years, and with this increased popularity, concerns have been raised regarding possible effects of heavy MMORPG use on players’ social support, health, and well-being, particularly for vulnerable individuals such as those suffering from social anxiety. This study uses path modeling to examine relationships between the development of Problematic Internet Use (PIU), and several key factors related to social functioning in a large sample (N = 883) of MMORPG participants, including their levels of social anxiety and perceived real world and virtual world social support. Findings indicated that social anxiety increases risk for PIU, and that this risk is partially mediated by levels of real world, but not virtual world social support. Implications for future for future research on psychological and psychosocial well-being, perceptions of social support, and therapeutic implementation of MMORPGs are discussed.
Abstract: Research has established loneliness as a good predictor of intensive Internet use. But ... more 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 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. Key words: Online computer games; Virtual worlds; Loneliness; Social support; Positive gaming engagement; Internet addiction; Problematic gaming 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.
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Papers by Justin Patry
Articles by Justin Patry
Key words: Online computer games; Virtual worlds; Loneliness; Social support; Positive gaming engagement; Internet addiction; Problematic gaming
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.
Key words: Online computer games; Virtual worlds; Loneliness; Social support; Positive gaming engagement; Internet addiction; Problematic gaming
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.