Annotated Bibliography
Huang, C., Yang, S., & Chen, A. (2015). Motivations and Gratification in an Online Game: Relationships Among Players’ Self-Esteem, Self-Concept, and Interpersonal Relationships. Social Behavior and Personality: An International Journal, 43(2), 193-203.
The authors apply the Uses and Gratification Theory to investigate how teenagers satisfy their needs playing online video games and why they do so (Huang et al., 2015). With the use of a specific online game developed by Facebook called Happy Farm, the authors examine how the game affects the self-esteem, self-concept, and interpersonal relationships of its players. They establish the usage patterns, stimulation, and the satisfaction the players get from the game. Their research showed that the online game positively affected its players’ self-concept, self esteem and interpersonal relationships because of how it encouraged cooperation (Huang et al., 2015). Teenagers enjoyed playing the game because of the friendships they made and wanted to maintain. The authors draw ideas for their research from the perspectives of others’ analyses, which makes their work stronger. The U&G theory was very effective in clearly showing the mostly misunderstood relationship between online gaming and socialization. Online gaming rarely affects socialization among people negatively; how and why they use the games is mostly the determinant.
Cook, C., Conijn, R., Schaafsma, J., & Antheunis, M. (2019). For Whom the Gamer Trolls: A Study of Trolling Interactions in the Online Gaming Context. Journal of Computer-Mediated Communication, 24(6), 293
The authors conducted a study with the aim of expanding the understanding of trolling interactions by examining trolling incidents reported in the online game League of Legends (Cook et al., 2019). They used the novel method blending content analysis and topic modeling. The authors used previous literature materials as a reference and wanted to establish which features in these materials occur in actual trolling interactions. Findings confirmed many of the elements in the literary texts, and the authors found even more features that had not been observed before (Cook et al., 2019). This study brings out the negative impact of online gaming on gamers. Trolling in gaming is one of the less discussed effects of online gaming on socialization, and the authors successfully discuss how it affects relationships between gamers. However, this article greatly depends on other people’s works, limiting the study to already discussed ideas. The methodology used was also not the best choice for the task.
Liao, G., Huang, T., Cheng, T., & Teng, C. (2020). Impacts of media richness on network features and community commitment in online games. Industrial Management & Data Systems, 120(7), 1361-1381.
The authors conducted a research framework with the aim of establishing the impacts of various elements of media richness on network features and gamers’ commitment to online games communities. They applied structural equation modeling and information richness theory to test the hypothesis (Liao et al., 2020). The study establishes that the elements of media richness have specific impacts on interdependence and network convergence, leading to gamers’ commitment to gaming communities. Good communication functions are relevant in promoting positive relations between gamers; they strengthen gaming communities and improve socialization skills among members. These findings are beneficial for online gamer creators because they assist them in designing the most effective functions of communication in games to promote the formation of gamer communities that are strongly connected.
Dredge, R., & Chen, S. (2020). Chinese online gamers versus non-gamers: A difference in social media use and associated well‐being and relational outcomes? Psychology in the Schools, 57(9), 1457–1474.
The authors conducted a study on 320 Chinese secondary school students to compare the social media use of online gamers and non-gamers and how this affected their well-being and relational outcomes. The research established that heavy gamers were more depressed, frequently used social media, and used it for different purposes as compared to light gamers and non-gamers (Dredge & Chen, 2020). They had poor relationships with their parents, teachers, and classmates. This article closely compares these factors giving detailed arguments on the matter. They argue that heavy or light gamers mostly have a hard time having face to face interactions, so they turn to games and the internet to satisfy their needs. The authors assert that after much research and perspectives from other works, heavy gamers are a group that is at risk. This finding is very vital for developing relevant and effective measures to curb the problem and solve the social lives of the people in this group.
McGloin, R., Hull, K. S., & Christensen, J. L. (n.d.). The social implications of casual online gaming: Examining the effects of competitive setting and performance outcome on player perceptions. COMPUTERS IN HUMAN BEHAVIOR, 59, 173–181.
The authors apply the Bonded Generalized Reciprocity Theory to investigate how individuals respond to manipulated performance feedback in a competitive and cooperative gameplay setting (McGloin, n.d.). The findings of the research showed that gamers in a cooperative game setting enjoyed playing video games more than those in a competitive setting. A cooperative setting encouraged good relations and collaboration; hence the players were more confident and comfortable playing online games. Also, the study showed that performance outcome and player perceptions influence game players’ personalities and attitudes. When a participant succeeded in a task in both settings, their confidence and esteem were boosted. Failing a task resulted in feelings of shyness and low self-esteem. Different game settings and performances have a significant effect on gamers’ social life. The study offers a context for analyzing the extent to which these factors influence how online gamers relate with one another and others.
Smohai, M., Urbán, R., Griffiths, M. D., Király, O., Mirnics, Z., Vargha, A., & Demetrovics, Z. (2017). Online and offline video game use in adolescents: measurement invariance and problem severity. American Journal of Drug & Alcohol Abuse, 43(1), 111–116
The authors conducted a study to test the applicability and measurement invariance of a previously conducted Problematic Online Gaming Questionnaire and examine the difference between online and offline video game players (Smohai et al., 2017). They assessed the recorded video game habits and questionnaire to establish this difference. The research found that online gamers recorded higher rates of overuse, social isolation, interpersonal conflicts, obsession, and addiction than offline video game players (Smohai et al., 2017). They are mostly lonely and disconnected from almost everything around them. Most online games have very engaging quests that are never-ending. They create an emotional connection, and the players gradually lose interest in establishing and maintaining relationships in the real world. With the increasing popularity of video games, this article provides insightful information that can help tackle the issues that come with it. The multiple cause multiple indicators (MIMIC) model was significant since it eliminated most errors and provided more precise information.