Tyler Prochnow and Megan S. Patterson
Online gaming has emerged as a popular activity providing a social outlet for millions. However, implications of online game networks for mental health remain disputed. Concepts…
Abstract
Purpose
Online gaming has emerged as a popular activity providing a social outlet for millions. However, implications of online game networks for mental health remain disputed. Concepts of bridging social capital and bonding social capital may help characterize protective factors within social networks. This study aims to examine the associations between social capital derived from online versus in-person networks and mental health indicators among gamers.
Design/methodology/approach
Online gamers (n = 301) completed an online survey assessing their social networks (both in-person and through online gaming) and mental health indicators (depressive symptoms, anxiety, social isolation, perceived social support). Social network analysis was used to analyze bridging (network size, effective size, heterogeneity, weak ties) and bonding (closeness, frequent contact, confiding, connection quality) social capital. Separate linear regression models evaluated associations between bridging and bonding social capital for both online and in-person networks and depressive symptoms, anxiety, social support and social isolation.
Findings
In-person network characteristics showed the strongest associations with mental health outcomes. Greater average closeness and frequent confiding in the in-person network predicted lower isolation and fewer depressive symptoms. More diverse relationship types also correlated with lower depression. For online networks, closeness and confiding ties associated only with less isolation and greater support, not depressive symptoms, or anxiety.
Originality/value
While online gaming networks provide some degree of social support, in-person social capital exhibited stronger associations with mental health. This reinforces the importance of face-to-face relationships for emotional well-being. Findings suggest helping gamers cultivate close bonds offline. However, online connections still matter and should not be discounted.
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Tyler Prochnow and Megan S. Patterson
This study aims to examine how mental health symptoms and social support predict changes in online and in-person social networks among gamers over time. Although research has…
Abstract
Purpose
This study aims to examine how mental health symptoms and social support predict changes in online and in-person social networks among gamers over time. Although research has explored how social networks influence mental health, less is known about how mental health shapes the evolution of social connections in gaming contexts where relationships can form and dissolve fluidly.
Design/methodology/approach
Adult gamers (n = 236) completed surveys at two time points approximately six months apart measuring mental health symptoms (depressive symptoms, anxiety), perceived social support and characteristics of both their in-person and gaming-based social networks. Partial least squares regression models examined how Time 1 mental health and support measures predicted changes in network characteristics while controlling for baseline network measures.
Findings
Results revealed distinct patterns of network evolution across contexts. Higher initial depressive symptoms predicted strengthening of in-person relationships but decreases in online relationship quality over time. Anxiety emerged as a particularly influential predictor of online network development, with higher baseline anxiety associated with decreased closeness, confiding behavior and positive interactions in gaming relationships. Strong initial gaming community integration predicted decreased quality of in-person relationships, suggesting potential competition between virtual and physical social spheres.
Originality/value
This study provides longitudinal examination of how mental health symptoms distinctly influence the evolution of social networks across online and offline contexts among gamers. The findings demonstrate that different symptoms show unique patterns of association with network development over time, challenging assumptions about gaming spaces serving as universally accessible social environments.