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Can Playing Massive Multiplayer Online Role Playing Games (MMORPGs) Improve Older Adults’ Socio-Psychological Wellbeing?

  • Fan ZhangEmail author
  • David Kaufman
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 583)

Abstract

This study examined whether playing Massive Multiplayer Online Role-Playing Games (MMORPGs) improves older adults’ socio-psychological wellbeing. We analyzed the relationships of older adults’ social interactions in MMORPGs to three socio-psychological factors: loneliness, depression, and social support. Social interactions in MMORPGs were conceptualized into four components: communication methods, network level, enjoyment of relationships, and quality of guild play. A total of 222 respondents aged 55 years or more who played World of Warcraft (WoW) were recruited through an online survey. It was found that the biggest effect sizes of loneliness, depression, and social support were associated with enjoyment of relationships and quality of guild play. In addition, amount of gameplay had a little impact on older adults’ socio-psychological wellbeing. Therefore, the socio-psychological impacts of playing MMORPGs on older adults are much dependent on the enjoyment of relationships and quality of guild play.

Keywords

MMORPGs World of Warcraft Social interaction Older adults Wellbeing 

Notes

Acknowledgements

We wish to thank the Social Sciences and Humanities Research Council of Canada (SSHRC) for the financial support to conduct this study.

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Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  1. 1.Faculty of EducationSimon Fraser UniversityBurnabyCanada

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