Cited by 164Digital Games and MediaImpact of Technology on AdolescentsEducational Games and Gamification

The Effect of Social Support Derived from World of Warcraft on Negative Psychological Symptoms

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Longman, Huon, O'Connor, Erin, Obst, Patricia·2009·CyberPsychology & Behavior

Abstract

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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Crossref · 10.1089/cpb.2009.0001

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Research works printed but not linked: 2

  1. [1]Blizzard Entertainment (2008). World of Warcraft® subscriber base reaches 11.5 million worldwide. Retrieved April 16, 2009, from http://www.blizzard.com/us/press/081121.html
  2. [14]Lovibond, S.,& Lovibond, P. (1995). Manual for the Depression Anxiety Stress Scales, (2ⁿd ed.). Sydney, Australia: Psychology Foundation of Australia.

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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
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
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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