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Computers in Human Behavior Reports 4 (2021) 100136

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Computers in Human Behavior Reports


journal homepage: www.sciencedirect.com/journal/computers-in-human-behavior-reports

Comparing video game engagement measures as related to individual and


relational well-being in a community sample of adult gamers☆
Benjamin Burke a, *, Mallory Lucier-Greer b
a
School of Human Sciences, Mississippi State University, USA
b
Department of Human Development and Family Science, Auburn University, USA

A R T I C L E I N F O A B S T R A C T

Keywords: The relationships between video games and well-being have been the subject of empirical investigation for
Video game decades. However, this research has largely focused on younger samples, adverse outcomes, and limited mea­
Adult sures of game engagement. The current study compared multiple game engagement measures (i.e., time spent
Individual well-being
playing, social context of play, content rating of favorite video game, and motivations for play) and their as­
Relational well-being
Game engagement
sociations with psychosocial well-being (i.e., depressive symptoms, stress, loneliness, relationship satisfaction,
and social support) in a community sample of 223 adult gamers. When examined separately, time spent playing,
playing games for diversion, and more solo play were related to poorer individual well-being. When examining
game engagement measures simultaneously, only diversion and fantasy motivations were related to poorer well-
being, while more social play was related to lower loneliness. This suggests that gaming motivations and social
context are more salient predictors of adult well-being than the often-examined measures of time spent playing or
video game content. The results align with the Basic Psychological Needs theoretical approach to gaming, which
states that adults play games to feel competent, autonomous, and socially related, and indicate that research and
interventions may better serve adult gamers by focusing on motivations for play and social context.

Video games are a nearly ubiquitous leisure activity for adolescents positioned to help researchers and practitioners better understand the
with some estimates suggesting that 98% of American youth between role that video games play in adult gamers’ lives and speak to the
the ages of 12 and 18 years old play video games of some kind (Lenhart methods through which these behaviors are empirically explored.
et al., 2008). Perhaps surprising to some, population-based research also
demonstrates that adults are frequent video game players (hereafter Theory, game engagement, and psychosocial well-being
referred to as “adult gamers”), such that 65% of American adults
(average age 33 years old) report to be gamers (Entertainment Software Social learning theory
Association, 2019). Given the widespread use of video games as a leisure
activity, it is no surprise that extensive research has been conducted on Two broad theoretical categories have been applied to explain how
the associations between gaming and individual and relational gaming influences psychosocial well-being. The first category is rooted
well-being; yet, to date, the primary focus has been on adolescent in social learning theory (Bandura et al., 1961, 1963) and focuses on the
samples and the potential adverse outcomes of gaming (e.g., Calvert ability of games to teach those who engage with them (for review, see
et al., 2017; Lopez-Fernandez et al., 2019). This study advances the Buckley & Anderson, 2006). According to these perspectives, repeated
gaming literature by examining the prospective beneficial and detri­ exposure to gaming content (e.g., violence) and process (e.g., active
mental associations between video game engagement and individual engagement) teaches gamers about what behaviors are appropriate
and relational well-being in a community sample of adult gamers. and/or expected in certain situations. These perspectives are typically
Furthermore, this study is positioned to compare multiple video game the foundation of studies linking violent video game content and violent
engagement measurement approaches to provide insight into which or aggressive behavior in real life. Several studies identify associations
aspects of gaming are associated with well-being. The results are between greater exposure to video game violence and real life violent or


This research did not receive any specific grant from funding agencies in the public, commercial, or not-for-profit sectors.
* Corresponding author. 255 Tracy Drive Mississippi State, MS 39762, USA.
E-mail address: bmb888@msstate.edu (B. Burke).

https://doi.org/10.1016/j.chbr.2021.100136
Received 4 February 2021; Received in revised form 22 June 2021; Accepted 17 August 2021
Available online 18 August 2021
2451-9588/© 2021 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license
(http://creativecommons.org/licenses/by-nc-nd/4.0/).
B. Burke and M. Lucier-Greer Computers in Human Behavior Reports 4 (2021) 100136

aggressive behaviors (e.g., Calvert et al., 2017). Additionally, several Conversely, playing games as a diversionary tactic may inhibit these
studies have linked gaming with improvements in cognitive and needs if real-life challenges are perceived as too difficult to manage or
learning outcomes in children, adolescents, and adults (Adachi & Wil­ out of their control. Melodia and colleagues (2020) reviewed several
loughby, 2013, 2015; Anguera et al., 2013; Jackson et al., 2012). As a studies linking diversion, also referred to as escapist motivations, with
result, a core message from this theoretical perspective is that games problematic or addictive game play. Diversion motivation has also been
influence well-being, negatively and positively, through repeated implicated in greater depressive symptoms (Hagström & Kaldo, 2014).
exposure and cognitive training. Accordingly, studies rooted in this Other gaming motivations, such as social interaction, may be salient
theoretical perspective tend to focus on measuring time spent playing and indicators of the need for relatedness. Shen and Williams (2011) found
the content found within video games. that social and immersive motivations were simultaneously related to
The time spent playing video games and the level of mature content positive and negative social outcomes in adult gamers, specifically more
found in games (e.g., violence, sexuality) are frequently combined in loneliness but enhanced online community connections.
empirical studies, despite being separate constructs (DeCamp & Fergu­ Beyond motivation, evaluating the social context of gaming (i.e., the
son, 2017; Teng et al., 2019). The associations between time spent amount of time spent playing with others) could also affect the need for
playing, video game content, and well-being are mixed. Some evidence relatedness, in line with basic psychological needs theory. The social
indicates that more exposure to violent content in games leads to greater context of play is a relatively understudied measure in gaming research
real-life aggression in child, adolescent, and adult gamers (e.g., Calvert regarding individual and relational well-being, despite the fact that
et al., 2017). Other evidence suggests that time spent playing violent gaming is often a social activity (e.g., Griffiths et al., 2003; 2004; Yee,
video games is not associated with aggression and violence in children 2006). Video games seem to be helpful mediums to facilitate social in­
and adolescents (Ferguson & Wang, 2019; Przybylski & Weinstein, teractions (Yee, 2006), but whether they facilitate the need for relat­
2019), and violence is better explained by other indicators, such as edness (Ryan & Deci, 2000) is unclear. Some evidence suggests that
aggressive personality, lack of support from family members or peers, video games displace “real life” relationships in favor of gaming oppor­
and depression (Ferguson et al., 2009, 2014). tunities (Griffiths et al., 2004; Nie, 2001; Shen & Williams, 2011),
Additionally, time spent playing appears to be related to both posi­ resulting in poorer social outcomes (e.g., worsened social support in
tive and negative social outcomes in adults (e.g., more online, but less adolescents; Kowert et al., 2014). Conversely, the augmentation
offline, social benefits; Collins & Freeman, 2013; Shen & Williams, perspective suggests that gaming can be a vehicle for online social
2011). Coyne et al. (2012) found that more arguments about the time relationship formation and maintenance (Shen & Williams, 2011;
spent playing and the content of games mediated the relationship be­ Smyth, 2007). Furthermore, social play has been linked to social benefits
tween men’s playtime and couple aggression. Przybylski et al. (2009) (Reer & Krämer, 2014) and pro-social behaviors (Jin & Li, 2017). Our
also found that more time spent playing (regardless of content) was knowledge about the social context of play is limited because this is not a
negatively correlated with life satisfaction and physical and mental readily assessed dimension of game engagement, and those that have
health. However, time spent playing was only related to poorer out­ included it have largely overlooked associations with individual and
comes when combined with a poorer quality play experience and relational well-being (e.g., Griffiths et al., 2003, 2004).
incomplete internalized motivation. In other words, when players felt
compelled to play, more time spent playing was related to worse out­ Advancing the current knowledge on gaming and psychosocial
comes. This compulsion is likely related to addictive gaming behavior well-being
which is also associated with time spent playing (e.g., Cudo et al., 2019).
This finding indicates that other game engagement factors, namely Empirical evidence seems to convey a connection between game
motivations to play, could play a key role in determining psychosocial engagement and psychosocial well-being, but it is less clear which
outcomes from game play, indicating a need to examine gaming from a theoretical perspective is best suited to guide these examinations. This
different theoretical approach. study is positioned to test differences between the two theoretical per­
spectives described above by comparing measures of game engagement
Basic psychological needs theory that align with social learning theory (specifically, time spent playing
and content rating) with those that align with basic psychological needs
The application of basic psychological needs theory (Ryan & Deci, theories (specifically, motivations for play and social context of play) in
2000) provides a complementary approach to studying the relationship relation to psychosocial outcomes.
between gaming and well-being, such that the focus shifts to examine Beyond comparing theoretical perspectives, this study is also well
how gaming is chosen in the pursuit of motivational satisfaction. Basic suited to address limitations in video game research by exploring the
psychological needs theory posits that well-being is a function of how potential for both beneficial and problematic outcomes associated with
well the basic needs for competence (i.e., a belief in one’s ability to game play in an understudied group of gamers, a community sample of
address challenges), autonomy (i.e., a belief in one’s sense of personal adults. Empirical investigations on gaming tend to utilize a problem-
agency in the world), and relatedness (i.e., one’s sense of connection to focused lens by focusing on outcomes such as real-life aggression or
other people or broader society) have been satisfied. Accordingly, when violence (e.g., Willoughby et al., 2012), attention deficit issues (Swing
gamers feel their basic needs of competence, autonomy, and relatedness et al., 2010), and problematic video game usage (akin to “addictive”
are met through gaming, their psychological health tends to benefit play; Lopez-Fernandez et al., 2019; Przybylski et al., 2009). Limiting
(Przybilski et al., 2010; Ryan et al., 2006). Conversely, gaming that focus on negative effects of gaming is problematic as emerging evidence
thwarts basic needs likely results in poorer outcomes (Przybilski et al., has demonstrated links between gaming and beneficial outcomes, such
2014). As this theoretical perspective is more concerned with how as physical and cognitive functioning in adolescents (e.g., Adachi &
gaming facilitates basic need satisfaction, gaming motivations and social Willoughby, 2013; 2015) and older adults (e.g., Anguera et al., 2013),
context of play become more salient aspects and, in turn, measurements and qualitative reports that video games serve as excellent mediums for
of gaming engagement. establishing and maintaining relationships for both adolescents and
Motivations to play video games vary among gamers and include the adults (e.g., Yee, 2006). These results indicate key gaps in the research
desire for competition, challenge, social interaction, diversion, fantasy, on video games that warrant consideration, especially approaching the
and/or arousal; the supposition is that these motivations may be sys­ measurement of video game engagement in a way that allows both
tematically related to basic psychological needs (Sherry et al., 2006). For positive and negative outcomes to emerge.
example, playing video games to accomplish a challenge or foster
competition could satisfy the needs for competence or autonomy.

2
B. Burke and M. Lucier-Greer Computers in Human Behavior Reports 4 (2021) 100136

The current study Table 1


Descriptive Statistics and Reliability Coefficients of Study Variables.
This study advances to the gaming literature by comparing how Variable Name Range Mean (SD) α
diverse video game engagement measures are associated with individual
Independent Variables
and relational well-being in a community sample of adult video game Time spent playing games (hours per year) 3–3285 625.79 (631.45)
players. Specifically, we address these research questions (RQ): Content rating of favorite game 1–5 2.44 (1.05)
RQ1) How are diverse game engagement measurements — specif­ Motivations
ically, the time spent playing games, content rating of favorite video Social 1–7 4.20 (2.13) .88
Competition 1–6.5 3.35 (1.39) .80
game, motivations for play, and social context of play — associated with Challenge 2.5–7 5.60 (.93) .64
individual well-being (i.e., depressive symptoms, perceived stress, and Diversion 1–7 4.37 (1.77) .90
loneliness)? Fantasy 1–7 4.63 (1.47) .86
RQ2) How are these game engagement measurements associated Arousal 1–7 4.75 (1.22) .79
Psychological recovery via game play 1–5 3.18 (.79) .84
with relational well-being (i.e., social support and romantic relationship
Social context of play 0%– 42.37%
satisfaction)? 100% (34.49%)
RQ3) Are any of these indicators more strongly associated with in­ Dependent Variables
dividual and relational outcomes? Depressive symptoms 1–10 3.03 (2.51) .78
Perceived stress 1–3.75 2.19 (.66) .80
Loneliness 1–3 1.61 (.56) .79
Method Relationship satisfaction 1–6.25 4.93 (1.12) .94
Social support 1–7 5.55 (1.12) .92
Procedure

A confidential online survey of 132 questions was distributed via Video game measurement approaches
Qualtrics between November 2019 and January 2020 to capture data on
demographics, video game play, and individual and relational well- Four video game engagement measurements were assessed as inde­
being. Twitter and Facebook were the primary avenues of survey dis­ pendent variables. They include measures that reflect a social learning
tribution. Posts were made to these social media sites with a brief lens (time spent playing video games and content rating) and measures
description of the purpose of the data collection and potential to win one that reflect a basic psychological needs lens (motivations for play and
of four $25.00 Amazon gift cards. Because these social media posts were the social context of play).
sharable with others, snowball sampling occurred when respondents Time Spent Playing. A modified version of the Family Leisure Ac­
shared the survey through their own social media channels. Respondents tivity Profile (FLAP; Zabriskie & McCormick, 2001) was used to measure
had the option to provide an email address to participate in the gift card the time spent playing games. Participants noted how frequently they
drawing, and these addresses were kept separate from the data. The engaged in game play by themselves or with family members, friends, or
project was approved by the University’s Institutional Review Board. romantic partners (whether physically present or through
Internet-mediated communication channels) on a scale from at least
daily (1) to at least annually (4). This item was reverse scored so that
Participants higher numbers indicated more frequent discrete gaming sessions. Then,
this variable was recoded to reflect the frequency of discrete game play
The total number of original respondents was 248. Participants were sessions per year. Therefore, a rating of at least daily (4) was recoded to
removed if they did not respond to enough information for analyses (n = 365, at least weekly (3) was recoded to 52, and so on. Participants also
21) or if it was clear the respondents were providing purposefully false indicated the general length of each play session when playing by
answers (e.g., listing Fortnite as the participant’s age; n = 1), resulting in themselves or with family members, friends, or romantic partners on a
an analytic sample of 226 adult gamers. The sample was almost half men scale from less than 1 hour (1) to 8 + hours (5). The frequency of discrete
(45.1%) and women (54.4%), and one respondent identified as non- gaming sessions was multiplied by the general length of each gaming
binary. The average age of the participants was 32.6 years old (SD = session for each social context (solo or with others). Finally, the scores
8.79). The majority of the participants identified as White (78.3%), but for time spent playing in each social context were added together to get
some identified as African American/Black (4%), Asian American an approximation of the total time spent playing video games (i.e., hours
(4.4%), Asian/Pacific Islander (4%), Hispanic/LatinX (3.1%), Native- per year) with higher numbers indicating more time spent playing.
American (0.9%), and Other (1.3%). The majority of the sample had Content Rating. Subjective and objective information were used to
completed at least a four degree or more (65.9%). The sample was measure content rating of a participant’s favorite video game. Partici­
mostly employed full-time (59.3%) and had an individual income of pants listed their favorite video game and the platform on which they
$30,000 – $59,999 over the previous 12 months (29.2%). Most of the played (e.g., console, PC). The content rating for the selected game was
sample was married (49.1%) or dating (23.5%), although several iden­ ascertained from an objective third party, the established rating system
tified as single (23.5%). For those who were married or dating, the from the Entertainment Software Review Board (Entertainment Soft­
average length of the relationship was 9.45 years (SD = 7.24). Partici­ ware Review Board, 2020). The Google Play Store uses the same rating
pants reported playing video games for an average of 21.36 years (SD = scheme as the ESRB. Thus, all mobile game maturity ratings were ac­
8.6) over the course of their lives. Most respondents played video games quired from the Google Play Store. Maturity ratings were coded with a
on their cell phones/tablets (n = 186), followed by consoles (e.g., Xbox numerical value corresponding to the ratings provided by the ESRB (see
One; n = 155), then PCs (n = 116), and portable systems (e.g., Nintendo Table 2 for ratings, descriptions, and assigned numerical values).
3DS; n = 69); notably, most participants (n = 170; 75.2%) reported Twenty responses were not coded because they were left blank, partic­
playing on 2 or more platforms. ipants only provided information on the platform, or participants listed
games for which maturity ratings could not be ascertained. For most
Measures participants, their favorite game was rated Teen, Everyone +10, or
Everyone (81.6%).
Detailed information about each measure is presented below. Means, Motivations for Playing. Gaming motivations were captured by
standard deviations, ranges, and Chronbach’s α of the variables (when two measures. The first was the Video Game Uses and Gratifications
appropriate) are presented in Table 1. Instrument (VGUGI; Sherry et al., 2006), a 20-item scale that asks

3
B. Burke and M. Lucier-Greer Computers in Human Behavior Reports 4 (2021) 100136

Table 2 longer scales (Leung et al., 2010).


Content Ratings and Descriptions from the Entertainment Software Review Loneliness. Loneliness was measured using the Three-Item Loneli­
Board. ness Scale (Hughes et al., 2004). Participants rated how frequently they
Rating Value Full Name of Rating and Description experienced loneliness on a scale from hardly ever (1) to often (3). Re­
E 1 Everyone. Content is generally suitable for all ages. May contain
sponses were averaged and higher values indicated more loneliness. This
minimal cartoon, fantasy, or mild violence and/or infrequent use scale has demonstrated both convergent and discriminant validity
of mild language (Hughes et al., 2004).
E10+ 2 Everyone 10+. Content is generally suitable for ages 10 and up.
May contain more cartoon, fantasy, or mild violence, mild
Relational well-being
language and/or minimal suggestive themes.
T 3 Teen. Content is generally suitable for ages 13 and up. May
contain violence, suggestive themes, crude humor, minimal Two measures of relational well-being were assessed as dependent
blood, simulated gambling and/or infrequent use of strong variables.
language. Relationship Satisfaction. Romantic relationship satisfaction was
M 4 Mature 17+. Content is generally suitable for ages 17 and up. May
contain intense violence, blood and gore, sexual content and/or
measured using the four-item Couple Satisfaction Index (Funk & Rogge,
strong language 2007). Participants indicated how much they perceived their relation­
AO 5 Adults Only. Content suitable only for adults ages 18 and up. May ship as comfortable, happy, rewarding, and satisfying. Regarding the
include prolonged scenes of intense violence, graphic sexual comfortable, reward, and satisfaction subscales, answers ranged on a
content, and/or gambling with real currency
scale from a lack of agreement (1) to total agreement (6). Happiness in the
relationship was rated on a unique scale of extremely unhappy (1) to
participants to rate their agreement with reasons for video game play on perfect (7). The responses were averaged and higher values indicated
a scale of strongly disagree (1) to strongly agree (7). This scale is made up greater relationship satisfaction. This scale has demonstrated good
of six subscales, each measuring a different motivation for play construct and convergent validity (Funk & Rogge, 2007).
including competition, challenge, social interaction, diversion, fantasy, Perceived Social Support. Participants responded to the 12-item
and arousal. Scores for each subscale were averaged with higher scores Multidimensional Scale of Perceived Social Support (Zimet et al.,
indicating more agreement with each motivation. According to Sherry 1988) and rated their agreement with statements related to their
et al. (2006), the VGUGI is a valid predictor of game engagement, and perception of support received from friends, family members, and sig­
the subscales demonstrate good reliability. nificant others on a scale from very strongly disagree (1) to very strongly
The second measure was a six-item psychological recovery (i.e., the agree (7). Responses were averaged to create a mean score for overall
process of renewing and refueling emotional and psychological systems perceived social support with high values indicating more social sup­
that have been drained through stressors; Reinecke, 2009) scale. Par­ port. This scale has demonstrated moderate construct validity.
ticipants rated how frequently they played video games during stressful
circumstances on a scale from never (1) to very frequently (5). The ratings Control variables
were averaged with higher scores indicating more frequent use of video
games for recovery purposes. Participants responded to demographic questions including sex, in­
Social Context of Play. Social context of play was derived from the come, and romantic relationship length, and these variables were
time spent playing measure described above and reflects the percentage assessed as potential controls. Income was on a scale from less than
of total time spent playing video games with family members, friends, $10,000 (1) to $100,000 or more (5). Romantic relationship length was
and/or romantic partners (i.e., physically present and/or connected via measured in years for the current study. There is some evidence for sex
the Internet). The scores ranged from no social playtime (0%) to all social and gender differences in psychosocial well-being, with women more
playtime (100%). The average percentage of time spent playing in a likely to report psychological symptoms (e.g., Brougham et al., 2009).
social context was 42.37% (SD = 34.49%), indicating that these gamers, Additionally, greater income is often associated with better psychosocial
on average, spent a little less than half of their time playing with others outcomes (e.g., Diener et al., 1993). Lastly, relationship duration is
and the remainder of the time playing alone. linked to relationship satisfaction, but the association may be different
depending on gender (e.g., women reported lower satisfaction in longer
relationships; Heiman et al., 2011).
Individual well-being
Analytical plan
Three measures of individual well-being were assessed as dependent
variables. In SPSS 24, descriptive statistics and bivariate correlations were
Depressive Symptoms. Depressive symptoms were measured using examined. These correlations were used to determine covariations be­
the 10-item Center for Epidemiological Studies Depression (CES-D) tween independent and control variables in the regression analyses;
Scale Short Form (Irwin et al., 1999). Participants responded with either uncorrelated variables were constrained from co-varying to preserve
a yes (1) or no (0) to indicate the presence or absence of depressive power. Missingness analyses were conducted to verify if data were
symptoms over the previous week. Two items were reversed scored missing at random.
because they contraindicated depressive symptoms. These were sum­ Then, path models were fit in Mplus Version 8.4 (Muthén & Muthén,
med with higher values indicating more depressive symptoms. This 2017) to examine associations between diverse measures of video game
measure has demonstrated good criterion validity and appears to be engagement and individual and relational well-being. Missing data were
comparably valid to the larger version of the scale (Irwin et al., 1999). addressed using maximum likelihood estimation with robust standard
Perceived Stress. Participants responded to the Perceived Stress errors. Good model fit was determined by a non-significant χ 2 p-value (p
Scale Short Form (PSS-4; Warttig et al., 2013) to indicate how frequently > .05), a RMSEA value of ≤ 0.06, and a TLI and CFI value greater than
they experienced stressful circumstances in the previous month on a 0.95 (Hooper et al., 2008). Paths between variables and variance
scale of never (1) to very often (4). Two items were reverse coded because explained in the dependent variables (R2) were interpreted for models
they contraindicated stressful experiences. Responses were averaged with acceptable fit.
and higher values indicated more stress. The PSS-4 has demonstrated More specifically, to address RQ1 and RQ2, separate path models
adequate reliability (α = 0.77; Warttig et al., 2013) and has been rec­ were fit for each measure of video game engagement to examine asso­
ommended for studies where respondent burden prohibits the use of ciations with individual and relational well-being. For example, a path

4
B. Burke and M. Lucier-Greer Computers in Human Behavior Reports 4 (2021) 100136

model was fit to analyze the relationships between time spent playing

1.00

5.55
1.12
video games (predictor) and depressive symptoms, perceived stress,

17
loneliness, and perceived social support (outcomes) with previously
mentioned control variables. Because a subset of the sample was not in a

.48***
romantic relationship, a separate path model was fit to examine the

1.00

4.93
1.12
16
associations between time spent playing video games and relationship
satisfaction utilizing only the participants that were in a romantic
relationship (n = 166) with associated control variables. Then, similar

-.44***
-.51***
1.00

1.61
steps were taken to examine the associations between the other three

.56
15
video game engagement measures and individual and relational well-
being, respectively.

-.36***
.53***
To address RQ3 and examine the strength of the associations be­

-.27**
1.00

2.19
.66
tween video game engagement measures collectively with individual

14
and relational well-being, the four engagement measures were simul­
taneously examined in two separate models. To clarify, time spent

-.34***
-.42***
.54***
.53***
playing video games, content rating of favorite game, motivations for

1.00

3.03
2.51
13
play, and social context of play were simultaneously examined in a path

Note. Rel. = Relationship. Social Play % = Ratio of time spent playing with others to total playtime. Mot. = Motivation. Psy. = Psychological. Dep. = Depressive.
model with depressive symptoms, perceived stress, loneliness, and

-.21**
perceived social support as outcomes with associated control variables.

1.00
.11
.03

.03
.06

.42
.34
12
Then, the four engagement measures were simultaneously examined in
another path model utilizing the subset of participants who were in a
romantic relationship to determine associations with relationship

.21**
.22**
-.16*

-.14*
1.00

3.18
.14*

-.05

.79
satisfaction alongside associated control variables. Strength of associa­

11
tion was examined by whether the variables retained significance at the
p < .05 level when examined together. Though the independent vari­

.34***
1.00

4.75
1.22
.14*
.15*
ables are not inherently comparable, standardized beta coefficients

.11y
.12y

-.06
.02
10
provided a common base for comparison.

.53***
.37***
Results

1.00

4.63
1.47
.18*

.17*
-.05

-.05
.11

.04
9

Descriptive statistics and preliminary analyses

.31***
.41***

.39***
.24***
-.18**
.20**

.22**

-.15*
1.00

4.37
1.77
-.09
Descriptive statistics and bivariate correlations can be found in
8

Table 3. Missingness analyses were conducted on each outcome vari­


able, and the results indicated that the data were missing completely at
Means, standard deviations, and bivariate correlations of control, independent, and dependent variables.

.27***
.46***
.55***
.40***

.18**
random for every outcome except that participants with missing data on
1.00

5.60
.15*
-.07

-.07
.08

.03

.93
7

depressive symptoms reported higher Arousal Motivations for Play, t


(13) = − 2.38, p = .028.
.46***
.25***

.52***
.24***
Regarding control variables, sex was not significantly correlated with
.23**
1.00

3.35
1.39
.13y
.13y

-.05
.10
.05

.09
any outcome variable. Income was significantly correlated with stress (r
6

= − 0.16, p = .021) and loneliness (r = − 0.19, p = .006), such that in­


dividuals with higher incomes reported lower levels of both. Relation­
.39***
.33***

.30***
.53***
.25***
.39***

.22**
1.00

4.20
2.13
.14*
.13y

ship duration was correlated with relationship satisfaction (r = − 0.20, p -.00


.09

.07
5

= .017); those who reported longer relationship duration also reported


lower relationship satisfaction. Correlations between independent and
.22**

.19**
1.00

2.44
1.05
.17*

dependent variables were used to guide the inclusion of covariates in the


-.06

-.06

-.08
-.10
.06

.08

.05

.00
.04
.01
4

path models. For example, because sex was uncorrelated with all
outcome variables, it was not included in any path model as a control.
625.79
631.45
.21**

.23**
.18**
-.13y
1.00

.14*

.15*
.12y

-.03

-.02
.05
.10

.04

.01

.02

Game engagement measures and individual well-being


3

Model fit indices, standardized regression coefficients, significance


-.36***
-.28***

-.21**

-.15*

-.20*
-.13y

values, and effect sizes are presented in Table 4. All models on individual
1.00

9.45
7.24
-.14

-.02
-.08

-.09
-.06
-.13
.08

.00

.07

†p < .10. *p < .05. **p < .01. ***p < .001.
2

well-being included income as a control variable and demonstrated good


fit (see Table 4). To answer RQ1, the first four path models were fit. In
.26***

-.19**

the first model, time spent playing games was significantly related to
-.16*

-.16*
-.12y
-.13y
1.00

2.88
1.23
.13y
-.03
-.02

-.11
-.12
-.11

-.11
-.01
-.10

-.09

higher depressive symptoms, β = 0.15, p = .045. The second model


1

indicated that content rating was not significantly associated with any
outcome. The third model suggested that diversion motivation was
Competition Mot.

Rel. Satisfaction
Dep. Symptoms
Challenge Mot.
Content Rating

Diversion Mot.

significantly related to greater depressive symptoms, β = 0.20, p = .009,


Social Support
Psy. Recovery
Social Play %
Fantasy Mot.
Arousal Mot.
Rel. Length
Time Spent

Social Mot.

perceived stress, β = 0.37, p < .001, and loneliness, β = 0.17, p = .048.


Standard Deviation
Loneliness

Additionally, being motivated by fantasy was marginally related to


Income

Stress

greater depressive symptoms, β = 0.13, p = .096. In the fourth path


model, more time spent in social play was significantly related to lower
Variable
Table 3

Mean

loneliness, β = − 0.20, p = .004, and was marginally related to greater


10
11
12
13
14
15
16
17
1
2
3
4
5
6
7
8
9

depressive symptoms, β = 0.11, p = .096. No independent variables in

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B. Burke and M. Lucier-Greer Computers in Human Behavior Reports 4 (2021) 100136

Table 4
Model fit indices, standardized regression coefficients, significance values, and effects sizes for models on individual well-being.

any model were significantly related to perceived social support. Game engagement measures and relational well-being
To partially answer RQ3, the fifth model was fit, and all the inde­
pendent variables were included simultaneously. Because content rating The next four models were fit to address RQ2 and examined rela­
was not significantly related to any outcomes, this predictor was left out tionship satisfaction as the outcome using the subsample of participants
of the fifth model to promote parsimony and preserve power. In this that indicated they were in romantic relationships (n = 166). These
model, time spent playing video games was no longer significantly models included relationship duration as a control variable. The first
associated with depressive symptoms. However, playing video games for model examining time spent playing as an independent variable indi­
diversion remained significantly associated with higher depressive cated good fit, χ2 = 0.46(1), p = .498, RMSEA = 0.00, CFI = 1.00, TLI =
symptoms, β = 0.22, p = .006, and perceived stress, β = 0.38, p < .001, 1.00. Longer relationship duration was significantly associated with
but not loneliness. Additionally, playing video games for fantasy became lower relationship satisfaction (β = − 0.19, p = .016), but time spent
significantly associated with higher depressive symptoms, β = 0.15, p = playing was not significantly related to relationship satisfaction (β =
.033. Finally, more time spent in social play remained significantly 0.04, p = .723). Most of the remaining models demonstrated poor model
associated with lower reports of loneliness, β = − 0.18, p = .042, and fit, and therefore, the regression results were not interpreted. For the
became significantly associated with greater depressive symptoms, β = second model using content rating as the independent variable, model fit
0.19, p = .024. was χ2 = 3.38, p = .066, RMSEA = 0.12, CFI = 0.52, TLI = 0.04. The
third model examined associations between motivations for play and

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B. Burke and M. Lucier-Greer Computers in Human Behavior Reports 4 (2021) 100136

relationship satisfaction, and the fit was χ2 = 143.82(17), p = .000, et al., 1995). Those who deal with depressive symptoms and the
RMSEA = 0.21, CFI = 0.00, TLI = 0.00. For the fourth model utilizing perception that they are incompetent may use video games to divert
the ratio of time spent playing in a social context as the independent themselves from tasks and manage negative emotions. Gaming may be a
variable; because social context of play was correlated with relationship particularly effective diversion because they can foster a sense of
length (r = − 0.15, p = .041), these variables were allowed to covary in accomplishment and competence (Ryan et al., 2006). In this way, games
the path analysis. As such, the model was fully saturated, and fit could would serve as an avoidant coping mechanism. However, procrastina­
not be interpreted. Social context of play was not significantly associated tion and other avoidance-based coping behaviors are related to increases
with relationship satisfaction (β = 0.12, p = .371). Finally, to address the in depressive symptoms in adolescents and adults over time (Dunkley
second part of RQ3, the fifth model included all the previous indepen­ et al., 2006; Seiffge-Krenke & Klessinger, 2000). Applied to the gaming
dent variables simultaneously (χ2 = 207.67(31), p = .000, RMSEA = context, those who play video games for diversion may experience more
0.19, CFI = 0.00, TLI = 0.00). Because model fit was also poor, the depressive symptoms and stress through using games as an
model was not interpreted. avoidant-coping mechanism. More investigation is needed to test the
relationship between playing games for diversion and psychosocial
Discussion well-being by examining avoidant coping as a mediator.
Finally, more social play was related to lower loneliness in gamers.
This study expands the scope of knowledge on adult gamers in There is mixed evidence on whether video game play is predictive of
several notable ways. First, theoretical perspectives on the associations loneliness (Kowert et al., 2014, 2015) and more investigation is needed
between gaming and psychosocial well-being (e.g., Buckley & Anderson, to understand the social outcomes of play. However, the current findings
2006; Ryan et al., 2006) were tested through the direct comparison of a indicate that social context of play and gaming motivations are salient
variety of game engagement measures. Second, several positive and predictors of psychosocial outcomes, supporting a basic psychological
negative aspects of individual and relational well-being were analyzed needs theoretical perspective.
as outcomes to apply a balanced examination of game play. Finally, this
study utilized a community sample of adult gamers, a comparatively A return to theory: basic psychological needs
understudied population. The results highlight the importance of using
multiple measures of engagement to better understand the role of When simultaneously examining multiple measures of engagement, only
gaming in adult well-being and draw attention to how some measures motivations for play and social context remained significantly associ­
more consistently emerged as salient factors, namely diversion and ated with well-being. Playing video games for diversion and fantasy
fantasy motivations for game play and the social context of play. were related to greater depressive symptoms, playing video games for
Notably, both measures reflect and align with the application of basic diversion was related to greater perceived stress, and more social play
psychological needs theory in understanding the relationships between was related to lower loneliness, but greater depressive symptoms. The
gaming engagement and well-being, particularly individual well-being. explanation for why fantasy motivation was significantly associated
with depressive symptoms may also be related to diversion, procrasti­
The importance of examining different measures of game engagement nation, and avoidance-based coping. To avoid feelings of incompetence
or fear of failure (Flett et al., 1995), gamers may choose to play games
When examined as the sole measures of game engagement, more time because they provide a fantasy of competence (Ryan et al., 2006) and
spent playing was related to greater depressive symptoms. There is evi­ success above what they feel they can accomplish. Although more evi­
dence that excessive playtime is associated with higher depression dence is needed to understand the relationships between gaming and
(Maras et al., 2015). However, other studies indicate that problematic or individual well-being, these findings more closely align with the
addictive play, not the actual amount of time spent playing, is related to perspective that gaming influences psychosocial outcomes from a basic
depression (Valadez & Ferguson, 2012). More research is needed to psychological needs theoretical lens (Ryan et al., 2006; Przybylski et al.,
tease apart the related, but distinct, constructs of time spent playing and 2010) rather than the more commonly utilized social learning theory
addictive game play and their effects on individual well-being. viewpoint (Bandura 1961; 1963; Buckley & Anderson, 2006).
Interestingly, content rating was not related to any measures of in­ Basic psychological needs theory (Ryan & Deci, 2000) posits that
dividual well-being. This seems counter-intuitive given the amount of psychosocial well-being varies as a function of how well the needs for
public discourse and academic attention given to the topic of violent competence, autonomy, and relatedness are met. The links between
content and real life violent or aggressive cognitions, emotions, and playing games for diversion from reality and the desire to engage in
behaviors (for review, see Calvert et al., 2017). It may be that the psy­ fantasy experiences with individual functioning seem to map onto the
chosocial outcomes of the current study do not capture the dimensions basic need of competence, as discussed above. The links between social
of well-being that are related to video game content (e.g., aggressive play and well-being also seem to support this theoretical perspective
cognitions or affect). However, if video game content is a predictor of when examining the basic need for relatedness. More social play was
aggression or violence, it is reasonable to suspect that game content linked with greater depressive symptoms but also lower loneliness,
would be related to other predictors of aggression, such as depression (e. regardless of the amount of time spent playing overall. These findings
g., Fazel et al., 2015; Ferguson et al., 2009). It is also possible that reflect previous research suggesting that social play is associated with
gaming content is a more salient factor among adolescent gamers who beneficial and detrimental outcomes (e.g., Kowert et al., 2014; Reer &
are still developing their identity and understanding of the world. Krämer, 2014). Regarding the association with lower loneliness, the
However, the current findings indicate that the content rating of games augmentation perspective suggests that the distinctions between social
may not be as important for examining psychosocial well-being in a relationships in game and in “real life” are arbitrary and that games
community-sample of adults as other measures of engagement, such as augment opportunities for meaningful social interaction (Shen & Wil­
motivations for play. liams, 2011; Wellman, 2001). Gamers in the current study who spent
When examining motivations for play alone, playing games for more time in social play may have facilitated social interactions, thereby
diversion was related to greater depressive symptoms, stress, and lone­ satisfying the need for relatedness, which could have resulted in lower
liness. Evidence on procrastination may explain why playing games for loneliness. Therefore, gaming may be related to better well-being in
diversion was consistently related to stress and depressive symptoms. adults when used in a manner conducive to meeting basic psychological
Procrastination is the tendency to avoid tasks that need to be completed needs. However, the mixed nature of the current findings suggests that
and is often practiced by individuals who feel incompetent, and expe­ more investigation is needed to understand the links between social play
rience depression, stress, and poor self-concept (for review, see Flett and differential psychosocial outcomes.

7
B. Burke and M. Lucier-Greer Computers in Human Behavior Reports 4 (2021) 100136

Gaming and relational well-being: the value of relational processes Declaration of competing interest

It should also be noted that most of the models on relational satis­ The authors declare that they have no known competing financial
faction did not fit the data well enough to interpret any results in the interests or personal relationships that could have appeared to influence
current study. In a study on couples, Coyne et al. (2012) found that the work reported in this paper.
arguments about playtime and content of games mediated the rela­
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