Abstract
Social interaction is the most important factor that distinguishes online games from traditional computer games. In recent years, online games have become a part of everyday life because such games provide opportunities for users to play with or against others and consequently make friends or strengthen existing relationships. In addition, concern for the role of self-identity has grown in academic research. This is relevant because online gamers behave differently in accordance with their self-identity levels. However, previous studies have limitations because they have not explored the role of social interaction and the way in which this affects excessive online game usage. Further, few studies have concentrated on the role of online self-identity in the context of social interaction and excessive online game usage. Thus, research should explore systemically the social interaction factors and consider the impact of these factors on excessive online game usage. This study categorizes social interaction factors into escaping from loneliness, expanding online bridging social capital, and strengthening offline bonding social capital. It also tries to understand how these social interaction factors affect excessive online game usage. In addition, this study investigates whether differences in online self-identity play a role in moderating the relationship between social interaction factors and excessive online game usage. 179 surveys from undergraduate students of three universities located in the central region of Korea were employed for statistical analysis. The research result shows that there is statistically significant causal effect between social interaction factors and excessive online game usage and that the moderating effect of online self-identity is partially accepted.
Similar content being viewed by others
References
Ministry of Culture, 2014 White Paper on Korean Games, Seoul (2014)
Kim, Y.-Y., Kim, M.-H., Oh, S.: Emerging factors affecting the continuance of online gaming: the roles of bridging and bonding social factors. Clust. Comput. 17(3), 849–859 (2014)
Abdelkhalek, A., Bilas, A., Moshovos, A.: Behavior and performance of interactive multi-player game servers. Clust. Comput. 6(4), 355–366 (2003). doi:10.1023/a:1025718026938
Lee, S., Baik, Y., Nam, K., Ahn, J., Lee, Y., Oh, S., Kim, K.: Developing a cognitive evaluation method for serious game engineers. Clust. Comput. 17(3), 757–766 (2014). doi:10.1007/s10586-013-0289-0
Ramakrishna, V., Robinson, M., Eustice, K., Reiher, P.: An active self-optimizing multiplayer gaming architecture. Clust. Comput. 9(2), 201–215 (2006). doi:10.1007/s10586-006-7564-2
Charlton, J.P., Danforth, I.D.W.: Distinguishing addiction and high engagement in the context of online game playing. Comput. Hum. Behav. 23(3), 1531–1548 (2007). doi:10.1016/j.chb.2005.07.002
Choi, D., Kim, J.: Why people continue to play online games. In search of critical design factors to increase customer loyalty to online contents. Cyberpsychol. Behav. 7(1), 11–24 (2004). doi:10.1089/109493104322820066
Yee, N.: Motivations for play in online games. Cyberpsychol. Behav. 9(6), 772–775 (2006)
Blinka, L., Mikuška, J.: The role of social motivation and sociability of gamers in online game addiction. Cyberpsychology 8(2), 110–113 (2014)
Ducheneaut, N., Moore, R., J.: The social side of gaming: a study of interaction patterns in a massively multiplayer online game. In: Paper presented at the Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work, Chicago, Illinois, USA
Cole, H., Griffiths, M.D.: Social interactions in massively multiplayer online role-playing gamers. Cyberpsychol. Behav. 10(4), 575–583 (2007). doi:10.1089/cpb.2007.9988
Korea Creative Content Agency, 2012 Game Users’ Survey, Seoul (2012) (in Korean)
Hwang, H., Park, S.: The impact of user’s psychological experience on online game addiction: perceived reality and sense of presence. J. Commun. Sci. 11(1), 471–505 (2011). (in Korean)
Yee, N.: The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence 15(3), 309–329 (2006). doi:10.1162/pres.15.3.309
Mehroof, M., Griffiths, M.D.: Online gaming addiction: the role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychol. Behav. Social Netw. 13(3), 313–316 (2010). doi:10.1089/cyber.2009.0229
Kim, M.G., Kim, J.: Cross-validation of reliability, convergent and discriminant validity for the problematic online game use scale. Comput. Human Behav. 26(3), 389–398 (2010). doi:10.1016/j.chb.2009.11.010
Kuss, D., Griffiths, M.: Internet gaming addiction: a systematic review of empirical research. Int. J. Mental Health Addict. 10(2), 278–296 (2012). doi:10.1007/s11469-011-9318-5
Festl, R., Scharkow, M., Quandt, T.: Problematic computer game use among adolescents. Younger and older adults. Addiction 108(3), 592–599 (2013). doi:10.1111/add.12016
Williams, D.: On and off the ’net: scales for social capital in an online era. J. Comput. Mediat. Commun. 11(2), 593–628 (2006). doi:10.1111/j.1083-6101.2006.00029.x
Choi, D., Park, S., Kim, J.: A structured analysis model of customer loyalty in online games. Asia Pac. J. Inf. Syst. 11(3), 1–21 (2001). (in Korean)
Kim, Y.-Y.: The role of social interaction influencing on flow and immersion in the context of online games: the moderating effect of offline dependence. Inf. Syst. Rev. 12(3), 117–139 (2010). (in Korean)
Trepte, S., Reinecke, L., Juechems, K.: The social side of gaming: how playing online computer games creates online and offline social support. Comput. Hum. Behav. 28(3), 832–839 (2012). doi:10.1016/j.chb.2011.12.003
Han, H., Kim, J.: Influence of self-identities in real space and virtual space on game addiction and maladaptation: focused on the users of online role playing game. Korean J. Commun. Inf. 37(1), 342–466 (2007). (in Korean)
Bergstrom, K., Fisher, S., Jenson, J.: Disavowing ’that guy’: identity construction and massively multiplayer online game players. Convergence (2014). doi:10.1177/1354856514560314
Shaw, A.: Do you identify as a gamer? Gender, race, sexuality, and gamer identity. New Media Soc. 14(1), 28–44 (2012). doi:10.1177/1461444811410394
De Grove, F., Courtois, C., Van Looy, J.: How to be a gamer! Exploring personal and social indicators of gamer identity. J. Comput. Mediat. Commun. 20(3), 346–361 (2015). doi:10.1111/jcc4.12114
Han, S.: The relationship between an addiction in cyberspace and ego-identity of adolescents. Daegu Hanny Univ. Collect. Diss. 18, 25–50 (2000). (in Korean)
Russell, D., Peplau, L.A., Cutrona, C.E.: The revised UCLA loneliness scale: concurrent and discriminant validity evidence. J. Personal. Soc. Psychol. 39(3), 472–480 (1980)
DiTommaso, E., Spinner, B.: Social and emotional loneliness: a re-examination of weiss’ typology of loneliness. Personal. Individ. Differ. 22(3), 417–427 (1997). doi:10.1016/S0191-8869(96)00204-8
Peplau, L.A., Perlman, D.: Perspectives on Loneliness. In: Peplau, L.A., Perlman, D. (eds.) Loneliness: A Sourcebook of Current Theory, Research and Therapy, pp. 1–18. Wiley, New York (1982)
Fokkema, T., Knipscheer, K.: Escape loneliness by going digital: a quantitative and qualitative evaluation of a Dutch experiment in using ECT to overcome loneliness among older adults. Aging Mental Health 11(5), 496–504 (2007). doi:10.1080/13607860701366129
Weiss, R.S.: Loneliness: The Experience of Emotional and Social Isolation. The MIT Press, Cambridge (1973)
Schmidt, N., Sermat, V.: Measuring loneliness in different relationships. J. Personal. Soc. Psychol. 44(5), 1038–1047 (1983). doi:10.1037/0022-3514.44.5.1038
Spitzberg, B.H., Canary, D.J.: Loneliness and relationally competent communication. J. Soc. Personal. Relat. 2(4), 387–402 (1985). doi:10.1177/0265407585024001
McKenna, K.Y.A., Green, A.S., Gleason, M.E.J.: Relationship formation on the internet: what’s the big attraction? J. Soc. Issues 58(1), 9–31 (2002). doi:10.1111/1540-4560.00246
Morahan-Martin, J., Schumacher, P.: Loneliness and social uses of the internet. Comput. Hum. Behav. 19(6), 659–671 (2003). doi:10.1016/S0747-5632(03)00040-2
Kim, J., LaRose, R., Peng, W.: Loneliness as the cause and the effect of problematic internet use: the relationship between internet use and psychological well-being. Cyberpsychol. Behav. 12(4), 451–455 (2009)
Haagsma, M.C., Pieterse, M.E., Peters, O., King, D.L.: How gaming may become a problem: a qualitative analysis of the role of gaming related experiences and cognitions in the development of problematic game behavior. Int. J. Ment. Health Addict. 11(4), 441–452 (2013). doi:10.1007/s11469-013-9427-4
Karlsen, F.: Entrapment and near miss: a comparative analysis of psycho-structural elements in gambling games and massively multiplayer online role-playing games. Int. J. Ment. Health Addict. 9(2), 193–207 (2011). doi:10.1007/s11469-010-9275-4
Lo, S.-K., Wang, C.-C., Fang, W.: Physical interpersonal relationships and social anxiety among online game players. Cyberpsychol. Behav. 8(1), 15–20 (2005). doi:10.1089/cpb.2005.8.15
Moody, E.J.: Internet use and its relationship to loneliness. Cyberpsychol. Behav. 4(3), 393–401 (2001)
Caplan, S., Williams, D., Yee, N.: Problematic internet use and psychosocial well-being among MMO players. Comput. Hum. Behav. 25(6), 1312–1319 (2009). doi:10.1016/j.chb.2009.06.006
King, D., Delfabbro, P., Griffiths, M.: The role of structural characteristics in problematic video game play: an empirical study. Int. J. Ment. Health Addict. 9(3), 320–333 (2011). doi:10.1007/s11469-010-9289-y
Hussain, Z., Griffiths, M.D.: Excessive use of massively multi-player online role-playing games: a pilot study. Int. J. Ment. Health Addic. 7(4), 563–571 (2009). doi:10.1007/s11469-009-9202-8
Chou, C., Tsai, M.-J.: Gender differences in Taiwan high school students’ computer game playing. Comput. Hum. Behav. 23(1), 812–824 (2007). doi:10.1016/j.chb.2004.11.011
Castiglione, D., Van Deth, J.W., Guglielmo, W.: The Handbook of Social Capital. Oxford University Press, Oxford (2008)
Putnam, R.D.: Bowling alone: America’s declining social capital. J. Democr. 6(1), 65–78 (1995)
Putnam, R.D.: Bowling Alone: The Collapse and Revival of American Community. Simon & Schuster, New York (2001)
Granovetter, M.S.: The strength of weak ties. Am. J. Sociol. 78(6), 1360–1380 (1973). doi:10.1086/225469
Granovetter, M.S.: Getting a Job: A Study of Contacts and Careers. University of Chicago Press, Chicago (1974)
Granovetter, M.S.: The strength of weak ties: a network theory revisited. Sociol. Theory 1, 201–233 (1983). doi:10.1086/225469
Williams, D.: The impact of time online: social capital and cyberbalkanization. Cyberpsychol. Behav. 10(3), 398–406 (2007). doi:10.1089/cpb.2006.9939
Steinkuehler, C.A., Williams, D.: Where everybody knows your (screen) name: online games as “third places”. J. Comput. Mediat. Commun. 11(4), 885–909 (2006). doi:10.1111/j.1083-6101.2006.00300.x
Zhong, Z.-J.: The effects of collective MMORPG (massively multiplayer online role-playing games) play on gamers’ online and offline social capital. Comput. Human Behav. 27(6), 2352–2363 (2011). doi:10.1016/j.chb.2011.07.014
Sherbourne, C.D., Stewart, A.L.: The MOS social support survey. Soc. Sci. Med. 32(6), 705–714 (1991). doi:10.1016/0277-9536(91)90150-B
Park, A.: Exploring the Self. Education and Science, Seoul (1998). (in Korean)
Latour, B.: Reassembling the Social: An Introduction to Actor-Network-Theory. Oxford University Press, Oxford (2007)
Giddens, A.: Modernity and Self-Identity: Self and Society in the Late Modern Age. Stanford University Press, Stanford (1991)
Turkle, S.: Life on the Screen: Identity in the Age of the Internet. Simon and Schuster, New York (1995)
Leung, L.: Loneliness, social support, and preference for online social interaction: the mediating effects of identity experimentation online among children and adolescents. Chin. J. Commun. 4(4), 381–399 (2011). doi:10.1080/17544750.2011.616285
Blinka, L., Smahel, D.: Fourteen is fourteen and a girl is a girl: validating the identity of adolescent bloggers. Cyberpsychol. Behav. 12(6), 735–739 (2009). doi:10.1089/cpb.2009.0044
Yurchisin, J., Watchravesringkan, K., Mccabe, D.B.: An exploration of identity re-creation in the context of internet dating. Soc. Behav. Personal. 33(8), 735–750 (2005)
Odacı, H., Kalkan, M.: Problematic internet use, loneliness and dating anxiety among young adult university students. Comput. Educ. 55(3), 1091–1097 (2010). doi:10.1016/j.compedu.2010.05.006
Nie, N.H., Erbring, L.: Internet and society: a preliminary report. IT Soc. 1(1), 275–283 (2002)
Kraut, R., Patterson, M., Lundmark, V., Kiesler, S., Mukophadhyay, T., Scherlis, W.: Internet paradox: a social technology that reduces social involvement and psychological well-being? Am. Psychol. 53(9), 1017–1031 (1998). doi:10.1037/0003-066X.53.9.1017
De Schutter, B., Vanden Abeele, V.: Designing meaningful play within the psycho-social context of older adults. In: Paper presented at the Proceedings of the 3rd International Conference on Fun and Games, Leuven, Belgium
Deters, F.G.E., Mehl, M.R.: Does posting facebook status updates increase or decrease loneliness? An online social networking experiment. Soc. Psychol. Personal. Sci. 4(5), 579–586 (2013). doi:10.1177/1948550612469233
Caplan, S.E.: Preference for online social interaction: a theory of problematic internet use and psychosocial well-being. Commun. Res. 30(6), 625–648 (2003). doi:10.1177/0093650203257842
Caplan, S.E.: Relations among loneliness, social anxiety, and problematic internet use. Cyberpsychol. Behav. 10(2), 234–242 (2007)
Kam-Shing, Y., Sung-On, L.: A natural locally-based networking approach for singleton disabled elderly: implementation and case illustration. Br. J. Soc. Work 32(8), 1037–1049 (2002). doi:10.1093/bjsw/32.8.1037
Ellison, N.B., Steinfield, C., Lampe, C.: The benefits of facebook “friends:” social capital and college students’ use of online social network sites. J. Comput. Mediat. Commun. 12(4), 1143–1168 (2007). doi:10.1111/j.1083-6101.2007.00367.x
Williams, D.: Groups and goblins: the social and civic impact of an online game. J. Broadcast. Electron. Media 50(4), 651–670 (2006). doi:10.1207/s15506878jobem5004_5
Nardi, B., Harris, J.: Strangers and friends: collaborative play in world of warcraft. In: Paper presented at the Proceedings of the 2006 20th Anniversary Conference on Computer Supported Cooperative Work, Banff, Alberta, Canada
Snodgrass, J.G., Lacy, M.G., Francois Dengah Li, H.J., Fagan, J.: Enhancing one life rather than living two: playing MMOs with offline friends. Comput. Hum. Behav. 27(3), 1211–1222 (2011). doi:10.1016/j.chb.2011.01.001
Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., Nickell, E.: From tree house to barracks: the social life of guilds in world of warcraft. Games Cult. 1(4), 338–361 (2006)
Choi, S., Kim, K.: A study of attraction effect of playing games based on analysis of human desire. J. Korea Game Soc. 2(2), 10–19 (2002). (in Korean)
Ando, R., Sakamoto, A.: The effect of cyber-friends on loneliness and social anxiety: differences between high and low self-evaluated physical attractiveness groups. Comput. Hum. Behav. 24(3), 993–1009 (2008). doi:10.1016/j.chb.2007.03.003
Chin, W., Dibbern, J.: An introduction to a permutation based procedure for multi-group PLS analysis: results of tests of differences on simulated data and a cross cultural analysis of the sourcing of information system services between Germany and the USA. In: Esposito Vinzi, V., Chin, W.W., Henseler, J., Wang, H. (eds.) Handbook of Partial Least Squares. Springer Handbooks of Computational Statistics, pp. 171–193. Springer, Berlin (2010)
Kim, Y., Park, S.: A study on the online game use influences in game flow and addiction: focusing on the uses and gratifications approach. Korean J. Journal. Commun. Stud. 51(1), 355–377 (2007). (in Korean)
Park, J., Song, Y.: College students’ motivations for playing online games and experiential satisfaction. Korean J. Journal. Commun. Stud. 54(5), 131–154 (2010). (in Korean)
Sharma, G., Qiang, Y., Wenjun, S., Qi, L.: Communication in virtual world: second life and business opportunities. Inf. Syst. Front. 15(4), 677–694 (2013). doi:10.1007/s10796-012-9347-z
Norris, P.: The bridging and bonding role of online communities. Harv. int. J. Press/Politics 7(3), 3–13 (2002)
Young, K.S.: Internet addiction: the emergence of a new clinical disorder. Cyberpsychol. Behav. 1(3), 237–244 (1998). doi:10.1089/cpb.1998.1.237
Chin, W.W.: Issues and opinion on structural equation modeling. MIS Q. 22(1), vii–xvi (1998)
Chin, W.W.: Frequently Asked Questions: Partial Least Squares & PLS-Graph. http://www.disc-nt.cba.uh.edu/chin/plsfaq.htm (2000)
Chin, W.W., Marcolin, B.L., Newsted, P.R.: A partial least squares latent variable modeling approach for measuring interaction effects: results from a Monte Carlo simulation study and an electronic-mail emotion/adoption study. Inf. Syst. Res. 14(2), 189–217 (2003)
Fornell, C., Larcker, D.F.: Evaluating structural equation models with unobservable variables and measurement error. J. Mark. Res. 18(1), 39–50 (1981)
Hair, J.F., Anderson, R.E., Tatham, R.L., Black, W.C.: Multivariate Data Analysis, 5th edn. Prentice-Hall, Upper Saddle River (1998)
Staples, D.S., Hulland, J.S., Higgins, C.A.: A self-efficacy theory explanation for the management of remote workers in virtual organizations organization. Science 10(6), 758–776 (1999)
Falk, R.F., Miller, N.B.: A Primer for Soft Modeling. University of Akron Press, Akron (1992)
Acknowledgements
This paper was supported by Konkuk University.
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Kim, YY., Kim, MH. The impact of social factors on excessive online game usage, moderated by online self-identity. Cluster Comput 20, 569–582 (2017). https://doi.org/10.1007/s10586-017-0747-1
Received:
Revised:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s10586-017-0747-1