Behavioral and psychological involvement of online video gamers: Building blocks or building walls to socialization? By: Benjamin Hickerson and Andrew J. Mowen. Hickerson, B., & Mowen, A. (2012). Behavioral and psychological involvement of online video gamers: Building blocks or building walls to socialization? Society & Leisure, 35(1), 79- 103. doi:10.1080/07053436.2012.10707836 ***© Taylor & Francis. Reprinted with permission. No further reproduction is authorized without written permission from Taylor & Francis. This version of the document is not the version of record. Figures and/or pictures may be missing from this format of the document. *** This is an Author's Original Manuscript of an article published by Taylor & Francis in Society & Leisure on 7/2/13 available online at http://www.tandfonline.com/10.1080/07053436.2012.10707836 Abstract: Video gaming has often been associated with negative outcomes such as aggression and social isolation, particularly for those who spend significant amounts of time playing. However, advances in video game technology have enabled online, multi-player experiences which may facilitate social relationships. Recent literature suggests that meanings ascribed to video gaming may be more important in determining social outcomes than gaming behaviors alone. This study examined the relationship of both behavioral and psychological involvement in video gaming to perceived friend-based social support among a sample of multi-player, first-person shooter gamers. Results indicated that behavioral involvement (e.g., time spent playing, dollars spent) was unrelated to perceived social support. Enduring (i.e., psychological) involvement with video games had varied relationships with the measure of social support. Gamers who perceived video gaming to be a forum for social bonding were more likely to perceive higher levels of social support, while gamers who appeared to centralize their lifestyle around gaming were less likely to report positive social support levels. Keywords: video games | behavior | relationships Article: Introduction Video gaming has emerged as the fastest growing form of leisure behavior in the 21st Century (Ryan, Rigby, & Przybylski, 2006). As of 2010, 67% of homes in the United States own a console or personal computer used to play video games (Entertainment Software Association, 2010). Video games have become more complex and realistic each year since they became widely available in the 1970’s, making them an increasingly attractive medium to experience