Browse > Article
http://dx.doi.org/10.19066/cogsci.2020.31.3.1

A Review of Major Issues on Research for Online Video Game Use and Sociability  

Shin, Min Jung (Dongguk University)
Lee, Kyoung Min (Seoul National University)
Ryu, Je-Kwang (Dongguk University)
Publication Information
Korean Journal of Cognitive Science / v.31, no.3, 2020 , pp. 55-76 More about this Journal
Abstract
Sociability is an inherent part of human life and also possesses an important value as a comprehensive ability. While the lack of sociability has been pointed out as a representative problem of game use in general, this paper analyzed studies on the relationship between online video games and social competence. In this field, the view that the relationship in the online game may replace or complement the actual relationship and will potentially hinder the development of sociability currently faces a conflict with the opinion that online video games may not directly have a negative effect on sociability but rather result in a positive outcome by providing a social learning space. In a large scale survey that measured the use of online games, psychological characteristics, and social competence, no distinct relationship between game use and degradation of sociability was observed. Based on this analysis, we suggest that efforts are necessary to break away from the stereotype that online game play may cause a decline in sociability and to improve the validity of related research.
Keywords
social competence; online video game; social displacement hypothesis; social compensation hypothesis; stimulation hypothesis; interactive digital media;
Citations & Related Records
연도 인용수 순위
  • Reference
1 고인석 (2008). 사이버 공동체에서 아바타의 존재론적 지위. 철학논총 53, 3-23.
2 금희조 (2014). 사회적 고립과 외로움. 양승찬 외, 디지털 사회와 커뮤니케이션 (pp. 187-218). 커뮤니케이션북스.
3 김상훈 (2019.3.15). 17분 생중계로 '게임하듯' 탕탕탕…모스크 '테러 라이브' 충격(종합). 연합뉴스. Retrieved from https://www.yna.co.kr/view/AKR20190315100851009input=1195m, 2020.06.01. 확인
4 남기덕 외 공저 (2017). 사회심리학. 시그마프레스
5 박병진 (2019.3.16). 뉴질랜드 총격범, 게임으로 살인훈련?…연합뉴스 또 오역보도. News1뉴스. Retrieved from http://news1.kr/articles/?3572641, 2020.06.01. 확인
6 윤태진 (2019). 게임과몰입 연구에 대한 메타분석 연구. 한국콘텐츠진흥원.
7 이기철 (2019.3.15). 49명 사망 뉴질랜드 총격참사 용의자 킬러로 훈련시킨 '포트 나이트'. 서울신문. Retrieved from https://www.seoul.co.kr/news/newsView.php?id=20190315500149, 2020.06.01. 확인
8 정겨운, 정호진, 이인혜 (2018). MMORPG 이용자들의 게임 이용 동기와 인터넷 게임 중독의 사이에서 게임 내 행동의 매개 효과. 한국심리학회지: 건강, 23(2), 547-570.   DOI
9 한국콘텐츠진흥원 (2019). 2019 게임이용자 실태조사. 한국콘텐츠진흥원
10 Caplan, S., Williams, D. & Yee, N. (2009). Problematic Internet use and psychosocial well-being among MMO players. Computers in Human Behavior 25(6), 1312-1319.   DOI
11 Cole, H. & Griffiths, M. D. (2007). Social Interactions in Massively Multiplayer Online Role-Playing Gamers. CyberPsychology & Behavior 10(4), 575-583.   DOI
12 Collins, N. L. & Miller, L. C. (1994). Self-disclosure and liking: A meta-analytic review. Psychological Bulletin 116(3), 457-475.   DOI
13 Davis, M. H. (1983). Measuring individual differences in empathy: Evidence for a multidimensional approach. Journal of personality and social psychology 44(1), 113-126.   DOI
14 Ducheneaut, N. & Moore, R. J. (2005). More than just ‘XP’: learning social skills in massively multiplayer online games. Interactive Technology and Smart Education 2(2), 89-100.   DOI
15 Ducheneaut, N., Moore, R. J., & Nickell, E. (2007). Virtual “third places”: A case study of sociability in massively multiplayer games. Computer Supported Cooperative Work 16(1-2), 129-166.   DOI
16 Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). "Alone together?" Exploring the social dynamics of massively multiplayer online games. Conference on Human Factors in Computing Systems -Proceedings (March 2005), 407-416.
17 Festl, R., Scharkow, M., & Quandt, T. (2013). Problematic computer game use among adolescents, younger and older adults. Addiction 108(3), 592-599.   DOI
18 Gresham, F. M. & Reschly, D. J. (1987). Dimensions of social competence: Method factors in the assessment of adaptive behavior, social skills, and peer acceptance. Journal of School Psychology 25(4), 367-381.   DOI
19 Hainey, T., Connolly, T., Stansfield, M., & Boyle, E. (2011). The differences in motivations of online game players and offline game players: A combined analysis of three studies at higher education level. Computers & Education 57(4), 2197-2211.   DOI
20 Gresham, F. M. & Elliott, S. N. (1990). Social Skills Rating System. In Social Skills Rating System: Manual. Circle Pines, MN: American Guidance Service.
21 Hussain, Z. & Griffiths, M. D. (2009). The attitudes, feelings, and experiences of Online Gamers : A Qualitative Analysis. Cyberpsychology & behavior 12(6), 747-757.   DOI
22 Jerabeck, J. M., & Ferguson, C. J. (2013). The influence of solitary and cooperative violent video game play on aggressive and prosocial behavior. Computers in Human Behavior 29(6), 2573-2578.   DOI
23 Kowert, R. & Oldmeadow, J. A. (2013). (A)Social reputation: Exploring the relationship between online video game involvement and social competence. Computers in Human Behavior 29(4), 1872-1878.   DOI
24 Kowert, R. & Oldmeadow, J. A. (2015). Playing for social comfort: Online video game play as a social accommodator for the insecurely attached. Computers in Human Behavior 53, 556-566.   DOI
25 Kowert, R., Vogelgesang, J., Festl, R., & Quandt, T. (2015). Psychosocial causes and consequences of online video game play. Computers in Human Behavior 45, 51-58.   DOI
26 Lemmens, J., Valkenburg, P. & Peter, J. (2011). Psychological causes and consequences of pathological gaming. Computers in Human Behavior 27(1), 144-152.   DOI
27 Lo, S. K., Wang, C. C., & Fang, W. (2005). Physical interpersonal relationships and social anxiety among online game players. Cyberpsychology & behavior 8(1), 15-20.   DOI
28 McCrae, R. R., & Costa, Jr, P. T. (2004). A contemplated revision of the NEO Five-Factor Inventory. Personality and individual differences 36(3), 587-596.   DOI
29 Lu, L., Shen, C., & Williams, D. (2014). Friending your way up the ladder: Connecting massive multiplayer online game behaviors with offline leadership. Computers in Human Behavior 35, 54-60.   DOI
30 Martoncik, M. & Loksa, J. (2016). 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 56, 127-134.   DOI
31 Meng, J., Williams, D., & Shen, C. (2015). Channels matter: Multimodal connectedness, types of co-players and social capital for Multiplayer Online Battle Arena gamers. Computers in Human Behavior 52, 190-199.   DOI
32 Przybylski, A. K,. & Weinstein, N. (2019). Violent video game engagement is not associated with adolescents' aggressive behaviour: Evidence from a registered report. Royal Society Open Science 6, 171474.   DOI
33 Przybylski, A. K., Weinstein N., & Nurayama, K. (2017). Internet gaming disorder: Investigating the clinical relevance of a new phenomenon. American Journal of Psychiatry 174(3), 230-235.   DOI
34 Quandt, T. & Kowert, R. (2015). No Black and White in Video Game Land! Why We Need to Move Betond Simple Explanations in the Video Game Debate. In R. Kowert, & T. Quandt, (Eds.), The Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Video Games (pp. 176-189). Routledge.
35 Riggio, R. (2005). The social skills inventory (SSI): Measuring nonverbal and social skills. In V. Manusov (Ed.), (pp. 25-33). Nahwah, NJ: Lawrence Erlbaum Assoicates.
36 Schiano, D. J., Nardi, B., Debeauvais, T., Ducheneaut, N., & Yee, N. (2014). The "lonely gamer" revisited. Entertainment Computing 5(1), 65-70.   DOI
37 Shen, C., & Williams, D. (2011). Unpacking time online: Connecting internet and massively multiplayer online game use with psychosocial well-being. Communication Research 38(1), 123-149.   DOI
38 Schoon, I., (2009). Measuring Social Competencies. RatSWD Working Paper, No. 58.
39 Semrud-Clikeman, M. (2007) Social competence in children (pp. 1-9). New York, NY: Springer Science+Business Media.
40 Shen, C. (2014). Network patterns and social architecture in Massively Multiplayer Online Games: Mapping the social world of EverQuest II. New Media and Society 16(4), 672-691.   DOI
41 Skoric, M. M., & Kwan, G. C. E. (2011). Platforms for mediated sociability and online social capital: The role of Facebook and massively multiplayer online games. Asian Journal of Communication 21(5), 467-484.   DOI
42 Steinkuehler, C. A. & Williams, D. (2006). Where everybody knows your (screen) name: Online games as "third places. Journal of Computer-Mediated Communication 11(4), 885-909.   DOI
43 Suler, J. (2004). The Online Disinhibition Effect. CyberPsychology & Behavior 7(3), 321-326.   DOI
44 Thorndike, E. L. (1920). Intelligence and its uses. Harper's Magazine 140, 227-235.
45 Trepte, S., Reinecke, L., & Juechems, K. (2012). The social side of gaming: How playing online computer games creates online and offline social support. Computers in Human Behavior 28(3), 832-839.   DOI
46 Valkenburg, P. M. & Peter, J. (2007). Online Communication and Adolescent Well-Being: Testing the Stimulation Versus the Displacement Hypothesis. Journal of Computer-Mediated Communication 12(4), 1169-1182.   DOI
47 Williams, D. (2018). For Better or Worse: Game Structure and Mechanics Driving Social Interactions and Isolation. In C. J. Ferguson (Eds.), Video Game Influences on Aggression, Cognition, and Attention (pp. 173-183). Springer.
48 Visser, M., Antheunis, M. L. & Schouten, A. P. (2013). Online communication and social well-being: How playing World of Warcraft affects players’ social competence and loneliness. Journal of Applied Social Psychology 43(7), 1508-1517.   DOI
49 Williams, D. (2006a). On and Off the ’Net: Scales for Social Capital in an Online Era. Journal of Computer -Mediated Communication 11(2), 593-628.   DOI
50 Williams, D. (2006b). Groups and Goblins: The Social and Civic Impact of an Online Game. Journal of Broadcasting & Electronic Media 50(4), 651-670.   DOI
51 Zhang, F., & Kaufman, D. (2015). The impacts of social interactions in MMORPGs on older adults’ social capital. Computers in Human Behavior 51, 495-503.   DOI
52 Zhang, F., & Kaufman, D. (2017). Massively Multiplayer Online Role-Playing Games (MMORPGs) and Socio-Emotional Wellbeing. Computers in Human Behavior 73, 451-458.   DOI
53 Rosenberg, M. (1986). Conceiving the self. RE Krieger.