Kim Gyoung Mo, Jeong Eui Jun, Lee Ji Young, Yoo Ji Hye
Department of Digital Culture and Contents, Konkuk University, Seoul, South Korea.
Ministry of Culture, Sports and Tourism, Sejong, South Korea.
Front Psychol. 2022 Aug 9;13:931134. doi: 10.3389/fpsyg.2022.931134. eCollection 2022.
Adolescents often create social relationships with their gaming peers who take on the role of offline friends and peer groups. Through collaboration and competition in the games, the social relationships of adolescents are becoming broader and thicker. Although this is a common phenomenon in online games, few studies have focused on the formation and roles of social capital among adolescent gamers. In particular, longitudinal research that examines the role of social capital in terms of influencing gaming time on adolescent gamers' psychosocial factors has been minimal. This study was designed to fill this gap to see the long-term effect of social capital among adolescent gamers. Specifically, by using the three-year longitudinal data involving 403 adolescents, we analyzed the effect of gaming time on psychological factors (i.e., loneliness, depression, self-esteem, and life satisfaction) with the moderating role of social capital. Results showed that social capital played a crucial moderating role. In the higher social capital group, gaming time enhanced the degree of self-esteem and life satisfaction. However, a vicious circle was found in the lower social capital group: Gaming time increased the degree of depression but decreased self-esteem, which in turn led to increase in gaming time. These results indicate that games work as an important tool for social capital cultivation among adolescent gamers, which imply successful cultivation of social capital is a key to positive gaming effects. Theoretical and practical implications are discussed.
青少年常常与他们在游戏中的伙伴建立起社会关系,这些伙伴扮演着线下朋友和同龄群体的角色。通过游戏中的协作与竞争,青少年的社会关系变得更加广泛和深厚。尽管这在网络游戏中是一种常见现象,但很少有研究关注青少年游戏玩家社会资本的形成及其作用。特别是,从影响游戏时间对青少年游戏玩家心理社会因素的角度来研究社会资本作用的纵向研究极少。本研究旨在填补这一空白,以探究青少年游戏玩家中社会资本的长期影响。具体而言,通过使用涉及403名青少年的三年纵向数据,我们分析了游戏时间在社会资本的调节作用下对心理因素(即孤独感、抑郁、自尊和生活满意度)的影响。结果表明,社会资本起到了关键的调节作用。在社会资本较高的群体中,游戏时间提高了自尊程度和生活满意度。然而,在社会资本较低的群体中发现了一个恶性循环:游戏时间增加了抑郁程度但降低了自尊,这反过来又导致游戏时间增加。这些结果表明,游戏是青少年游戏玩家培养社会资本的重要工具,这意味着成功培养社会资本是产生积极游戏效果的关键。本文还讨论了理论和实践意义。