Browse > Article
http://dx.doi.org/10.5392/IJoC.2018.14.1.012

Do Therapeutic Interventions Exist in Online Games? Effects of Therapeutic Catharsis, Online Game Self-Efficacy, and Life Self-Efficacy on Depression, Loneliness, and Aggression  

Lee, Hye Rim (Department of Computer Science Heinrich Heine University of Dusseldorf)
Jeong, Eui Jun (Department of Digital Culture & Contents Konkuk University)
Publication Information
Abstract
This study explored potential therapeutic mechanisms of playing preferred online games as predictors of therapeutic interventions for players' psychosocial factors (i.e., aggression, depression, and loneliness). Based on theories of catharsis, the generic model of psychotherapy, we took a therapeutic approach to integrate these perspectives. We created a path model describing how therapeutic catharsis-seeking, online game self-efficacy, and life self-efficacy were associated with psychosocial factors of aggression, depression, and loneliness, including generalized sub-constructs of each factor as multi-dimensional sources. We analyzed the path model using data of 1,227 online game players in Korea. Our results indicated that therapeutic catharsis-seeking could alleviate aggression via favorite game playing. Life self-efficacy was a primary predictor for alleviating depression and loneliness. However, online game self-efficacy was positively associated with depression and loneliness. Implications of these findings are discussed.
Keywords
Therapeutic Intervention; Game Playing; Self-efficacy; Aggression; Depression; Loneliness;
Citations & Related Records
연도 인용수 순위
  • Reference
1 N. L. Carnagey, C. A. Anderson, and B. J. Bushman, "The effect of video game violence on physiological desensitization to real-life violence," Journal of Experimental Social Psychology, vol. 43, 2007, pp. 489-496.   DOI
2 M. Martoncik and J. Loksa, "Do World of Warcraft (MMORPG) players experience less loneliness and social anxiety in online world (virtual environment) than in real world (offline)?," Computers in Human Behavior, vol. 56, 2016, pp. 127-134.   DOI
3 B. J. Bushman and C. A. Anderson, "Violent video games and hostile expectations: A test of the general aggression model," Personality and social psychology bulletin, vol. 28, 2002, pp. 1679-1686.   DOI
4 C. J. Ferguson and J. Kilburn, "Much ado about nothing: the misestimation and overinterpretation of violent video game effects in eastern and western nations: comment on Anderson et al. (2010)," Psychology Bulletin, vol. 136, 2010, pp. 174-178.   DOI
5 T. Greitemeyer and D. O. Mugge, "Video games do affect social outcomes a meta-analytic review of the effects of violent and prosocial video game play," Personality and Social Psychology Bulletin, vol. 40, no.5, 2014, pp. 578-589.   DOI
6 G. G. Sparks and C. W. Sparks, "Effects of media violence," Media effects: Advances in theory and research, vol. 2, 2002. pp. 269-285.
7 T. Hartmann and P. Vorderer, "It's okay to shoot a character: Moral disengagement in violent video games," Journal of Communication, vol. 60, 2010, pp. 94-119.   DOI
8 C. Klimmt, "Serious games and social change: Why they (should) work," Serious games: Mechanisms and effects, 2009, pp. 248-270.
9 A. H. Buss and M. Perry, "The Aggression Questionnaire," Journal of Personality and Social Psychology, vol. 63, 1992, pp. 452-459.   DOI
10 A. A. Raney, J. K. Smith, and K. Baker, Adolescents and the Appeal of Video Games, In P. Vorderer and J. Bryant (Eds.), Playing computer games: Motives, responses, and consequences, Mahwah, NJ: Erlbaum, 2006.
11 P. Vorderer, "What's next? Remarks on the current vitalization of entertainment theory," Journal of Media Psychology: Theories, Methods, and Applications, vol. 23, no. 1, 2011, pp. 60-63.   DOI
12 S. E. Allison, L. von Wahlde, T. Shockley, and G. O. Gabbard, "The development of the self in the era of the internet and role-playing fantasy games," American Journal of Psychiatry, vol. 163, no. 3, 2006, pp. 381-385.   DOI
13 M. Dindar and Y. Akbulut, "Role of self-efficacy and social appearance anxiety on gaming motivations of MMOFPS players," Computers & Education, vol. 81, 2015, pp. 26-34.   DOI
14 F. Pajares and D. H. Schunk, "Self and self-belief in psychology and education: A historical perspective," Improving academic achievement: Impact of psychological factors on education, 2002, pp. 3-21.
15 G. G. Kolden, T. J. Strauman, M. Gittleman, J. L. Halverson, E. Heerey, and K. L. Schneider, "The Therapeutic Realizations Scale-Revised(TRS-R): Psychometric characteristics and relationship to treatment process and outcome," Journal of clinical psychology, vol. 56, 2000, pp. 1207-1220.   DOI
16 S. Trepte and L. Reinecke, "The pleasures of success: Game-related efficacy experiences as a mediator between player performance and game enjoyment," Cyberpsychology, Behavior, and Social Networking, vol. 14, 2011, pp. 555-557.   DOI
17 A. H. Buss, The psychology of aggression, New York: Wiley, 1961.
18 J. Von Glahn, "Proposed necessary and sufficient conditions for optimal psychotherapeutic change," Person-Centered & Experiential Psychotherapies, vol. 10, 2011, pp. 129-143.   DOI
19 C. J. Ferguson, C. K. Olson, L. A. Kutner, and D. E. Warner, "Violent Video Games, Catharsis Seeking, Bullying, and Delinquency: A Multivariate Analysis of Effects," Crime & Delinquency, vol. 60, 2010, pp. 764-784.
20 D. E. Orlinsky and K. I. Howard, "A generic model of psychotherapy," Journal of Integrative and Eclectic Psychotherapy, vol. 6, no. 1, 1987, pp. 6-27.
21 D. E. Orlinsky, "The "Generic Model of Psychotherapy" after 25 years: Evolution of a research-based metatheory," Journal of Psychotherapy Integration, vol. 19, 2009, pp. 1-23.   DOI
22 R. Coetzer, "Psychotherapy following traumatic brain injury: Integrating theory and practice," The Journal of head trauma rehabilitation, vol. 22, 2007, pp. 39-47.   DOI
23 R. Schwarzer, Self-efficacy: Thought control of action, Taylor & Francis, 2014.
24 G. G. Kolden, S. M. Chisholm-Stockard, T. J. Strauman, S. C. Tierney, E. A. Mullen, and K. L. Schneider, "Universal session-level change processes in an early session of psychotherapy: Path models," Journal of consulting and clinical psychology, vol. 74, 2006, pp. 327-336.   DOI
25 H. R. Lee, E. J. Jeong, and J. W. Kim, "Role of Internal Health Belief, Catharsis Seeking, and Self-Efficacy in Game Players' Aggression," Proc. HICSS' 49, 2016, pp. 3791-3800.
26 G. G. Kolden, "Change in early sessions of dynamic therapy: Universal processes and the generic model of psychotherapy," Journal of Consulting and Clinical Psychology, vol. 6. no. 4, 1996, pp. 489-496.
27 E. T. Higgins, "Self-discrepancy: a theory relating self and affect," Psychological review, vol. 94, no.3, 1987, pp. 319-340.   DOI
28 N. S. Endler, R. L. Speer, J. M. Johnson, and G. L. Flett, "General self-efficacy and control in relation to anxiety and cognitive performance," Current Psychology, vol. 20, 2001, pp. 36-52.   DOI
29 P. Jemmer, "Abreaction-Catharsis: Stirring Dull Roots with Spring Rain," European Journal of Clinical Hypnosis, vol. 7, no. 1, 2006, pp. 26-36.
30 R. G. Knight, B. J. Chisholm, N. V. Marsh, and H. P. Godfrey, "Some normative, reliability, and factor analytic data for the revised UCLA Loneliness Scale," Journal of Clinical Psychology, vol. 44, 1988, pp. 203-206.   DOI
31 J. Von Glahn, "Nondirectivity and the facilitation of a therapeutic cathartic release," Person-Centered & Experiential Psychotherapies, vol. 11, 2012, pp. 277-288.   DOI
32 A. C. Jones, K. C. Schinka, M. H. van Dulmen, R. M. Bossarte, and M. H. Swahn, "Changes in loneliness during middle childhood predict risk for adolescent suicidality indirectly through mental health problems," Journal of Clinical Child & Adolescent Psychology, vol. 40, 2011, pp. 818-824.   DOI
33 I. Djukanovic, K. Sorjonen, and U. Peterson, "Association between depressive symptoms and age, sex, loneliness and treatment among older people in Sweden," Aging & mental health, vol. 19, 2015, pp. 560-568.   DOI
34 C. Klimmt and T. Hartmann, "Effectance, self-efficacy, and the motivation to play video games," Playing video games: Motives, responses, and consequences, 2006, pp. 133-145.
35 D. G. Dutton and C. Karakanta, "Depression as a risk marker for aggression: A critical review," Aggression and Violent Behavior, vol. 18, 2013, pp. 310-319.   DOI
36 G. Shao, "Understanding the appeal of user-generated media: a uses and gratification perspective," Internet Research, vol. 19, 2009, pp. 7-25.   DOI
37 D. Zillmann, Mood management through communication choices, American Behavioral Scientist, 1988.
38 K. S. Young, "Internet addiction: The emergence of a new clinical disorder," Cyberpsychology & behavior, vol. 1, 1998, pp. 237-244.   DOI
39 C. A. Anderson, A. Shibuya, N. Ihori, E. L. Swing, B. J. Bushman, A. Sakamoto, H. R. Rothstein, and M. Saleem, "Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review," Psychological bulletin, vol. 2, 2010, pp. 151-173.
40 B. J. Bushman and J. L. Whitaker, "Like a magnet: catharsis beliefs attract angry people to violent video games," Psychological Science, vol. 21, 2010, pp. 790-792.   DOI
41 C. J. Ferguson and C. K. Olson, "Friends, fun, frustration and fantasy: Child motivations for video game play," Motivation and Emotion, vol. 37, 2012, pp. 154-164.
42 C. V. Russoniello, K. O'Brien, and J. M. Parks, "The effectiveness of casual video games in improving mood and decreasing stress," Journal of Cyber Therapy and Rehabilitation, vol. 2, 2009, pp. 53-66.
43 C. A. Anderson and N. L. Carnagey, "Violent evil and the general aggression model," The social psychology of good and evil, 2004, pp. 168-192.
44 D. W. Russell, "UCLA Loneliness Scale (Version 3): Reliability, validity, and factor structure," Journal of personality assessment, vol. 66, 1997, pp. 20-40.
45 M. A. Chesney, T. B. Neilands, D. B. Chambers, J. M. Taylor, and S. Folkman, "A validity and reliability study of the coping self-efficacy scale," British journal of health psychology, vol. 11, 2006, pp. 421-437.   DOI
46 H. M. Smith and N. E. Betz, "Development and validation of a scale of perceived social self-efficacy," Journal of Career Assessment, vol. 8, 2000, pp. 283-301.   DOI
47 L. S. Radloff, "The CES-D scale a self-report depression scale for research in the general population," Applied psychological measurement, vol. 1, 1977, pp. 385-401.   DOI