The Effect of Social Support Derived from World of Warcraft on Negative Psychological Symptoms
Open accessAbstract
Previous research examining players of massively multiplayer online games (MMOGs) suggests that players form meaningful relationships with each other. Other research indicates that people may derive social support from online sources, and this social support has been associated with greater well-being. This study used an online survey of players (N = 206) of the MMOG World of Warcraft (WoW) to examine if social support can be derived from MMOGs and to examine its relationship with negative psychological symptoms. Players of WoW were found to derive social support from playing and a positive relationship was found between game engagement and levels of in-game social support. Higher levels of in-game social support were associated with fewer negative psychological symptoms, although this effect was not maintained after accounting for social support derived from the offline sources. Additionally, a small subsample of players (n = 21) who played for 44 to 82 hours per week (M = 63.33) was identified. These players had significantly lower levels of offline social support and higher levels of negative symptoms compared to the rest of the sample. This study provides evidence that social support can be derived from MMOGs and the associated potential to promote well-being but also highlights the potential harm from spending excessive hours playing.
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Preliminary results from early attempts showed effectiveness of individual games in reducing depression levels and enhancing social support.
“Preliminary results from some early attempts to use this approach in the field have supported this claim by showing the effectiveness of individual games in reducing depression levels11,12 and enhancing social support.13”
From Game-based digital interventions for depression therapy: a systematic review and meta-analysis (2014) · cites this paper as [13]
Massively multiplayer online games led to fewer negative psychological symptoms.
“Longman et al.13 used World of Warcraft to show that massively multiplayer online games led to fewer negative psychological symptoms.d”
From Game-based digital interventions for depression therapy: a systematic review and meta-analysis (2014) · cites this paper as [13]
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World of Warcraft: A Family Therapist's Journey into Scapegoated Culture
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- Authors
- Longman, H., O'Connor, E., & Obst, P.
- Affiliations
- Queensland University of Technology (AU)
- School of Psychology & Counselling, Queensland University of Technology, Brisbane, Queensland, Australia.
- Corresponding author
- Longman, Huon
- Venue
- CyberPsychology & Behavior
- Publisher
- SAGE Publications
- Published
- 2009-10
- Volume
- 12
- Issue
- 5
- Pages
- 563-566
- ISSN
- 1094-9313 (ISSN-L)
- 1557-8364
- OpenAlex
- W2034843782
- Cited by
- 164
- References
- 17
- Citations by year
- 2026: 4 · 2025: 9 · 2024: 17 · 2023: 5 · 2022: 9 · 2021: 11 · 2020: 10 · 2019: 10 · 2018: 14 · 2017: 9 · 2016: 12 · 2015: 15 · 2014: 13 · 2013: 12 · 2012: 6
- FWCI
- 15.10
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- CyberPsychology & Behavior (publishedVersion)
- PubMed (publishedVersion)
- QUT ePrints (Queensland University of Technology) (submittedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- World of Warcraft, massively multiplayer online games, social support, online social support, game engagement, offline social support, gaming time, well-being, excessive gaming
- MeSH terms
- Adolescent, Adult, Aged, Analysis of Variance, Anxiety, Computer Simulation, Depression, Humans, Interpersonal Relations, Male, Middle Aged, Play and Playthings, Social Support, User-Computer Interface, Video Games, Internet, Young Adult
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