A Further Test of The Impact of Online Gaming On Psychological Wellbeing and The Role of Play Motivations and Problematic Use
A Further Test of The Impact of Online Gaming On Psychological Wellbeing and The Role of Play Motivations and Problematic Use
A Further Test of The Impact of Online Gaming On Psychological Wellbeing and The Role of Play Motivations and Problematic Use
https://doi.org/10.1007/s11126-019-09656-x
ORIGINAL PAPER
Abstract
The impact of increased online gaming play time on psychological wellbeing was examined
focusing on the Multiplayer Online Battle Arena (MOBA) game genre. This relationship was
explored with respect to motivators for playing and resilience factors. A cross-sectional, online
questionnaire design was employed with participants (N = 165) to examine the relationship
between weekly average hours played and psychological wellbeing. Five previously reported
motivators for playing were tested as mediating variables. In addition, exploratory analyses
were conducted to determine the moderating effects of self-esteem and self-efficacy on
‘escapist’ gaming and psychological wellbeing. Results revealed a significant correlation with
higher levels of play time associated with poorer psychological wellbeing. This relationship
was partially mediated by ‘escapist’ motivation. Self-esteem was found to moderate the
negative impact of ‘escapist’ gaming on psychological wellbeing. Research and the associated
clinical implications are discussed.
Keywords Multiplayer Online Battle Arena (MOBA) . Online games . Problematic gaming .
Motivators for playing . Escapism . Self-esteem . Self-efficacy
Introduction
The number of people using online platforms for gaming has increased exponentially during
the last decade; a report by ComScore [6] suggested that almost 217 million people play games
online annually. With the proliferation of online games, there has been increasing concern over
the excessive use of gaming and the ramifications on psychological wellbeing. The most
extensively researched online gaming genre in the recent literature involves Massively
* A. Copello
[email protected]
1
School of Psychology, University of Birmingham, Edgbaston B15 2TT, UK
2
Birmingham and Solihull Mental Health Foundation Trust, Edgbaston, UK
748 Psychiatric Quarterly (2019) 90:747–760
Multiplayer Online Role Playing Games (MMORPGs). Studies have demonstrated that low
self-esteem, depressive symptoms, problematic gaming behaviour, and poorer general health
result from the problematic use of MMORPGs (e.g. [35, 38, 46]). Kuss et al. [25] suggested
that the immersive properties found in MMORPG gameplay, namely escapism (i.e. avoidance
of real-life problems), role-playing (i.e. adopting an in-game persona), and character
customisation (i.e. personalisation of character), are associated with more problematic out-
comes. At present it is unclear whether the reported impact is specific to MMORPG’s or a
more general effect of problematic use of computer gaming.
The Multiplayer Online Battle Arena (MOBA) gaming genre has experienced a rapid rise in
popularity over the past five years [37]. The shift from MMORPGs to MOBA games is
evident through MOBA’s greater active player population and international recognition as a
competitive sport. Even though MOBA games share features with MMORPGs (such as
multiplayer online interaction and single character control), MOBA games are distinct in
terms of their game mechanisms and lack the role-playing element found in MMORPGs, with
the MMORPG having a strong investment in character development and encouraging immer-
sion during long periods of in game-play. In contrast, MOBA involves relatively short team
matches (30-60 min) after which the players characters are reset.
It is not known if playing MOBA games, which are distinct from MMORPGs in terms of its
game mechanics, are likewise associated with poorer psychological outcomes. It is therefore
important to explore the association between playing online games and psychological
wellbeing in the context of other gaming genres such as MOBAs, and whether other factors
influence this relationship.
Research in online MMORPG gaming tends to emphasise its negative impact on psycholog-
ical wellbeing, with studies suggesting that MMORPG players are more vulnerable to negative
psychological and physical outcomes [25, 35, 28, 30, 34]. Less attention has been given to the
positive impact of online gaming on psychological wellbeing, such as helping players develop
social skills, foster a social support network, enhance positive affect, and improve wellbeing
[10, 19, 29, 51, 53]. It is imperative to further evaluate the relationship between online gaming
and psychological wellbeing, as there may be important factors that can influence the direction
and strength of this relationship.
Demetrovics et al. [9] posit that behaviour is largely determined and influenced by motives.
The investigation into motivational factors is not new and has been examined in the field of
addiction studies. For example, motivations for drinking were found to account for 50% of the
variance in adolescent alcohol use [26]. Accordingly, understanding the motives and needs
underlying why individuals play online games may lead to greater insight into the relationship
between excessive use and psychological wellbeing.
Kahn et al. [23] developed a scale examining players’ motivations for playing games in the
context of MOBA and MMORPG gaming genres. The authors argued that while other scales
exist (e.g. [54]); they are limited in terms of their focus on specific gaming genres or lack of
behavioural validation. Kahn et al. [23] conducted an exploratory factor analysis for items
taken from past scales assessing the motivations for playing various video games [45, 54]. The
Psychiatric Quarterly (2019) 90:747–760 749
analysis revealed six factors reflecting six distinct types of players: ‘socialisers’ (i.e. playing to
socialise with others); ‘completionists’ (i.e. playing to complete every aspect of the game);
‘competitors’ (i.e. playing to win); ‘escapists’ (i.e. playing to escape from real life); ‘story
driven’ (i.e. playing because of the story development); and ‘smarty-pants’ (i.e. playing to
enhance their intelligence). The scale was thereafter validated on both the MOBA and
MMORPG gaming genres.
‘Escapist’ players are defined as individuals who use gaming to escape from real life [23,
27]. Several studies highlighted that the motivation for escapism and immersive gaming are
associated with negative psychological and social outcomes (e.g. [4, 24, 48]). Griffiths [20]
identified that adults who engaged in gaming to escape from real-life problems experienced
negative consequences on wellbeing compared to adults who played to socialise. Similarly,
Stetina et al. [48] discovered that while ‘escapist’ gaming may act as a coping strategy for
dealing with real-life difficulties, this was associated with more problematic outcomes. More
recently, Kirby et al. [24] identified the role of players’ motivation as mediating the relationship
between the amount of time spent playing MMORPGs and psychological wellbeing. Yee’s [54]
three motivators for playing MMORPGs (Achievement, Social Interaction, and Immersion)
were tested as mediators between play time and psychological wellbeing. The study found that
increased play is associated with poorer psychological wellbeing, specifically where there is
greater player motivation for immersion and escapism, which points towards a negative
association between using games to escape from real-life problems and poor mental health.
Nonetheless, the negative outcomes associated with ‘escapist’ gaming may be mitigated by
resilience factors. Literature on resilience factors has demonstrated how self-esteem can act as
a defence mechanism by protecting individuals from experiences that are harmful [36, 47, 50].
Thoits [50] postulates that self-esteem protects individuals from threats to the self while
attempts to resolve the problem are made. Similarly, self-efficacy, which is having the self-
belief that one can overcome challenging environmental demands, has been demonstrated to
promote effective coping strategies when dealing with stressors in life [1, 22]. Conversely,
individuals with low self-esteem and/or self-efficacy may be more prone to the negative effects
of ‘escapist’ gaming. Accordingly, it would be important to examine the potential of such
resilience factors in moderating the impact of ‘escapist’ gaming.
Study Aims
The aim of the present study was therefore to examine the relationship between the amount of
time spent playing DOTA 2 (a popular MOBA) and psychological wellbeing. Five1 out of six
Kahn et al. [23] motivations for play were tested as mediating variables. Overall, it was
hypothesised that:
1) Greater time spent playing DOTA 2 would be associated with poorer psychological
wellbeing.
2) In line with the findings from Kirby et al. [24], Khan et al.’s (2015) ‘escapist’ motivator
for playing would mediate the association between play time and psychological
wellbeing.
1
The ‘story-driven’ sub-scale did not appear to be relevant to DOTA 2 players as the game is not story driven.
750 Psychiatric Quarterly (2019) 90:747–760
3) Using Khan et al. (2015) motivators for playing, the mediating effect of ‘socialisers’,
‘completionists’, ‘competitors’, and ‘smarty-pants’ will be examined.
Additionally, the potential moderating effects of self-esteem and self-efficacy between moti-
vation for play and psychological wellbeing was explored.
Method
Participants
Participants were people who perceived themselves to be regular DOTA 2 players and were
recruited by online advertisements on gaming websites. There was no restriction placed upon
play time across the sample of players. The inclusion criteria were:
1) Adults, aged eighteen and over, who perceive themselves as regular DOTA 2 players;
2) Fluency in the English language, in order to be able to accurately and appropriately fill in
the questionnaires;
3) A score of less than seven on the short version of the Social Desirability Scale.
One hundred and sixty-five participants2 took part in the study (155 males and ten females). To
control for response bias, participants who scored seven or above on the Social Desirability
Scale were excluded from further analyses (n = 16, 9.7%). Analyses were conducted for 149
participants (142 males and 7 females).
Measures
Play time was assessed via self-report, in terms of gameplay days per week, hours per day and
hours per week. The distribution for play time was positively skewed with the median play
time at 18 h per week.
Psychological Wellbeing
Goldberg and Hillier’s [15] General Health Questionnaire (GHQ-28) was used as measure of
Psychological Wellbeing. The questionnaire contains four subscales; Somatic Problems,
Anxiety and Insomnia, Social Functioning and Depression. Each item is scored on a four-
point Likert scale (from zero = no difficulties to three = much greater difficulties than usual). A
higher score is indicative of poorer psychological wellbeing. The Cronbach’s Alpha Score for
the scale is 0.9 [11].
Kahn et al.’s [23] Trojan Player Typology scale is a 15-item questionnaire used to identify players’
motivation for playing DOTA 2. Play motivators include ‘socialisers’, ‘completionists’,
2
Based on the calculations of Fritz and MacKinnon [13], a sample size of 71 participants allows for the
identification of medium sized mediation effects (i.e. with path coefficients of at least .39), with a power of 0.80.
Psychiatric Quarterly (2019) 90:747–760 751
‘competitors’, ‘escapists’, ‘story driven’, and ‘smarty-pants’. Participants were required to record
their extent of agreement with statements relating to various aspects of gameplay. Each item is
scored on a five-point Likert scale, where zero implied ‘strongly disagree’ and five implied
‘strongly agree’. As mentioned, the ‘story-driven’ motivation was removed following pilot testing
due to its lack of relevance to DOTA 2 players. Khan et al. (2015) reported that the Cronbach’s
Alpha reliability coefficients for each motivation are ‘Socialisers’ (.69), ‘Completionists’ (.67),
‘Competitors’ (.75), ‘Escapists’ (.70), and ‘Smarty-pants’ (.79) respectively.
Self-Esteem
Rosenberg’s [42] Self-Esteem Scale was used as a measure of self-esteem. The scale is a ten-
item questionnaire in which respondents indicate on a four-point Likert scale (from one =
strongly disagree to four = strongly agree) the extent of their agreement of the statements.
Higher scores indicate higher self-esteem. Rosenberg [42] reported that the scale had good
internal consistency (.77). A varied selection of independent studies using such samples as–
parents, men over 60, high school students, and civil servants, − showed alpha coefficients
ranging from 0.72 to 0.87.
Self-Efficacy
Schwarzer and Jerusalem’s [44] Generalised Self-Efficacy Scale was used. The self-efficacy
scale is a ten-item questionnaire, in which respondents indicate on a four-point Likert scale
(from one = not true at all to four = exactly true) the extent of agreement with the statements. A
higher score is indicative of higher self-efficacy. The scale has good internal consistency (.82
to .93) for the samples studied.
Social Desirability
The short version of the Social Desirability Scale (SDS; [49]) was used. The scale includes ten
true/false statements designed to reveal social desirability in the respondent. Higher scores
indicate a greater tendency to present oneself in a positive manner. Fischer and Fick [12]
reported that the short version of the SDS has good internal consistency (.88) and is highly
correlated with the original scale (.96) developed by Crowne and Marlowe [7].
Procedure
The research study was advertised to players of DOTA 2, both via game forums (internet
webpages set up for groups of players to discuss issues) and social media sites (e.g. DOTA 2
Facebook pages). The survey was undertaken online using the Limesurvey survey programme
[43]. Demographic questions were presented first, followed by the General Health Question-
naire, the Motivations for Play Questionnaire, the Rosenberg Self-Esteem Scale, the General-
ised Self-Efficacy Scale, and the Social Desirability Scale.
Data Analysis
The distribution for play time was positively skewed with the median play time at 18 h per
week. Accordingly, nonparametric statistical procedures have been used were possible.
752 Psychiatric Quarterly (2019) 90:747–760
Bootstrap confidence intervals are robust to the violation of parametric assumptions [33].
Therefore, bootstrap CIs were used for inferential tests. Unless otherwise stated, bootstrap
results are based on 5000 bootstrap samples and the bias corrected and accelerated bootstrap
confidence intervals are provided.
A zero-order correlation was used to determine the relationship between the independent
variable (average number of hours spent playing per week) and the dependent variable
(psychological wellbeing). To determine the potential mediating effect of motivations for
playing the Preacher and Hayes’ [39, 40] model of mediation was used. In addition to
calculating multiple mediator values simultaneously, the model handles the violation of
parametric inference assumptions by reporting bias corrected and accelerated bootstrap con-
fidence intervals. Preacher and Hayes [39, 40] have argued that this method is more robust
than non-parametric statistical procedures and has a higher statistical power than the standard
Sobel Test of mediation.
Results
Sample Characteristics
Categories N (%)
No significant correlations were found between age and the total GHQ score (r = −0.051,
95% CI [−0.19 to 0.09]), the Somatic Problems subscale (r = −0.02, 95% CI [−0.15 to 0.12]),
the Anxiety and Insomnia subscale (r = −0.05, 95% CI [−0.20 to 0.11])), the Social Function-
ing subscale (r = −0.04, 95% CI [−0.17 to 0.10]), and the Depression subscale (r = −0.06, 95%
CI [−0.19 to 0.09]).
Rosenberg’s Self-Esteem Scale [42] was used to measure global self-worth. A high score is
indicative of higher self-esteem. The mean score was 27.97 (SD = 5.10) and scores ranged
from 17 to 40. There was no significant correlation found between self-esteem and age (r =
0.06, 95% CI [−0.10 to 0.20]).
The General Self-Efficacy Scale (1995) identifies individuals’ belief in terms of their ability
to respond to difficult situations or setbacks. A higher score represents higher self-efficacy. A
mean score of 29.75 (SD = 5.46) was obtained and the scores ranged from sixteen to 40. Age
was not found to be significantly correlated with self-efficacy (r = 0.15, 95% CI [−0.06 to
0.31]) (Table 3).
The impact of play time on psychological wellbeing was evaluated in terms of the relationship
between the average number of hours played per week and the total GHQ score. A significant
positive correlation was obtained between play time and GHQ scores (r = 0.43, 95% CI [0.28
to 0.57]). Results suggest that as the amount of play time per week increased, the greater the
GHQ scores were (i.e. poorer psychological wellbeing), accounting for approximately 18% of
the variance.
Significant positive correlations were also found for each of the GHQ subscale scores;
Somatic Problems (r = 0.40, 95% CI [0.22 to 0.55]), Anxiety and Insomnia (r = 0.36, 95% CI
[0.20 to 0.50]), Social Functioning (r = 0.32, 95% CI [0.17 to 0.47]), and Depression (r = 0.37,
95% CI [0.22 to 0.52]). Altogether, the results indicated that a greater number of hours spent
playing DOTA 2 is associated with poorer levels of overall psychological wellbeing.
Mediation Analysis
Five mediated paths were included in the Preacher and Hayes’ [39, 40] mediation model
(‘socialisers’, ‘completionists’, ‘competitors’, ‘escapists’, and ‘smarty-pants’). The signifi-
cance of the mediated pathways was evaluated via bootstrap bias corrected and accelerated
confidence intervals of the path coefficients of the model.
In the unmediated null model, the effect of play time on psychological wellbeing was β =
0.35, 95% CI [0.23 to 0.46]. This was reduced to β = 0.22, 95% CI [0.12 to 0.32] when the
754 Psychiatric Quarterly (2019) 90:747–760
mediating effect of the motivators were included. Therefore, the sum of the indirect effects
within the mediation model was β = 0.12, 95% CI [0.03 to 0.22].
Figure 1 illustrates the individual path coefficients for each motivator for playing and the
associated significance tests. In terms of the overall mediation effects, the ‘socialiser’ motiva-
tor was not found to be significant (β = 0.003, 95% CI [−0.01 to 0.03]). Similarly, the paths
mediated by the ‘completionist’ motivator (β = 0.01, 95% CI [−0.01 to 0.04]), ‘competitor’
motivator (β = −0.003, 95% CI [−0.03 to 0.02]), and ‘smart-pants’ motivator (β = −0.003,
95% CI [−0.02 to 0.01]) did not show a significant overall effect. Consistent with the findings
of Kirby et al. [24], only the path mediated by the ‘escapist’ motivation yielded a significant
overall effect (β = 0.12, 95% CI [0.05 to 0.20]). Accordingly, a partial mediation effect was
observed (Fig. 1).
These results indicated that the ‘escapist’ motivation significantly mediated the relationship
between play time and psychological wellbeing. The positive beta value indicates that the
greater number of hours spent playing, alongside increased escapism, is related to poorer
psychological wellbeing. However, the association between play time and psychological
wellbeing was not fully mediated by the ‘escapist’ motivator, indicating that there may be
other variables not accounted for by the model that mediate this relationship.
‘Socialisers’
‘Completionists’
‘Competitors’
‘Escapists’
‘Smarty-
pants’
Self-esteem
Self-efficacy
Motivator for playing
B=0.0946; t=1.5655; p=0.1197
‘Escapists’
Discussion
The present study aimed to examine the relationship between time spent playing Multiplayer
Online Battle Arena (MOBA) games and psychological wellbeing, with motivators for playing
as potential mediating factors. The study’s results suggest that increasing play time is associ-
ated with poorer psychological wellbeing, and that this relationship is mediated by the
‘escapist’ motivation. Further, the study found that low levels of self-esteem, alongside
increasing escapism, were associated with poorer psychological wellbeing.
From the sample, 27.5% of participants met criteria for a diagnosable mental health
problem. This is a slightly elevated statistic compared to the prevalence rates of mental health
difficulties in the UK population, estimated to be around 17% of the population [32]. The
higher proportion of online gamers suffering from mental health difficulties is likewise
reflected in other studies examining mental health amongst online gamers (e.g. [24, 52]).
756 Psychiatric Quarterly (2019) 90:747–760
A significant positive correlation was found between the hours spent playing DOTA 2 per
week and GHQ scores; a higher number of hours spent playing the game was found to be
associated with poorer psychological wellbeing. A moderate effect size and 18% of the
variance in psychological wellbeing can be explained by the amount of time spent playing
the game. Similarly, the association between GHQ subscale scores and psychological
wellbeing explained 10% to 16% of the variance. The results suggest that there is an increased
likelihood of mental health difficulties amongst individuals who invest a significant amount of
time playing DOTA 2. While the moderate effect size provides some evidence for mental
health risks associated with increased play time, it cannot fully explain why some individuals
who invest as much time into the game do not experience negative outcomes.
Kahn et al. [23] motivators for playing were considered in the context of this relationship.
Specifically, five motivators were tested as mediators; ‘socialisers’, ‘completionists’, ‘compet-
itors’, ‘escapists’ and ‘smart-pants’. Previous research has found that individuals who play
MMORPGs as a means to escape from real-life difficulties are at most risk of negative
outcomes [3, 4, 20, 24, 28]. The primary aim of the present study was to see if this association
could be replicated in the MOBA gaming genre. The findings from the present study
demonstrated that playing DOTA 2 as a means for escapism mediated the relationship between
play time and psychological wellbeing. The remaining four motivators for play did not mediate
the relationship between play time and psychological wellbeing.
The results from the present study and from Kirby et al.’s [24] study suggest that ‘escapist’
gaming may be used as an avoidant coping strategy for real-life difficulties [48]. The link
between avoidant coping strategies and negative outcomes has been studied in the literature;
avoidant coping strategies have been shown to have an association with negative conse-
quences, such as depression or increased stress [2, 21]. Similarly, the literature on problem
gambling has established a link between escapism and negative outcomes [8, 41]. According-
ly, when an individual uses gaming as a coping mechanism to escape from real-life problems,
the association between longer play time and poorer mental health is strengthened.
Unlike the expansive virtual worlds in MMORPGs and the long-term investment in a single
character, MOBA games only offer a single virtual arena and character statistics reset after a
victory or a loss. The research in MMORPGs appears to suggest that the escapist properties are
more pronounced given the opportunity for immersion in a virtual realm and the experience of
a different life through a game character [54]. However, the current study’s findings challenge
this conclusion; these findings suggest that playing MOBA games (that do not offer the kind of
Mean (SD)
Summary of Conclusions
The present study aimed to shed some light on the relationship between play time in MOBA
games and psychological wellbeing. While some evidence exists showing that increased play
time is associated with poorer psychological wellbeing, the ‘escapist’ motivator for playing
was found to mediate this relationship. Increased MOBA gameplay was associated with poorer
psychological wellbeing, specifically where there is greater motivation for escapism. The
association between ‘escapist’ gaming and poor psychological wellbeing was strengthened
for individuals with low self-esteem.
758 Psychiatric Quarterly (2019) 90:747–760
Ethical Approval The full study including all procedures performed with participants were reviewed and
approved by the University of Birmingham, UK; Science, Technology, Engineering and Mathematical Ethics
Review Committee: Ref: ERN_15–1624 in accordance with the ethical standards of the University Code of
Practice for Research.
Informed Consent Informed consent was obtained from all individual participants included in the study.
Conflict of Interest Dr. Cian Goh declares that he has no conflict of interest. Dr. Chris Jones declares that he
has no conflict of interest. Professor Alex Copello declares that he has no conflict of interest.
Open Access This article is distributed under the terms of the Creative Commons Attribution 4.0 International
License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and repro-
duction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a
link to the Creative Commons license, and indicate if changes were made.
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institutional affiliations.
Dr Cian Goh Clin Psy D is now clinical psychologist at the National University Health System, Singapore.
Dr Christopher A Jones Consultant Clinical Neuropsychologist (University Hospital Birmingham, UK) and
Director of Research for the Doctorate in Clinical Psychology, Centre for Applied Psychology, School of
Psychology; University of Birmingham, UK.
Professor Alex Copello PhD is Professor of addiction research at the University of Birmingham, UK and
Associate Director of Research for Birmingham and Solihull Mental Health Foundation NHS Trust.