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
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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