Massively Multiplayer Online Games and Well-Being: A Systematic Literature Review

Background: Massively multiplayer online games (MMOs) evolve online, whilst engaging large numbers of participants who play concurrently. Their online socialization component is a primary reason for their high popularity. Interestingly, the adverse effects of MMOs have attracted significant attentio...

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Main Authors: Lisa Raith, Julie Bignill, Vasileios Stavropoulos, Prudence Millear, Andrew Allen, Helen M. Stallman, Jonathan Mason, Tamara De Regt, Andrew Wood, Lee Kannis-Dymand
Format: Article
Language:English
Published: Frontiers Media S.A. 2021-06-01
Series:Frontiers in Psychology
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/fpsyg.2021.698799/full
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spelling doaj-15a87025f6bf4298a95ca66e5fc80e832021-06-30T04:29:38ZengFrontiers Media S.A.Frontiers in Psychology1664-10782021-06-011210.3389/fpsyg.2021.698799698799Massively Multiplayer Online Games and Well-Being: A Systematic Literature ReviewLisa Raith0Julie Bignill1Vasileios Stavropoulos2Vasileios Stavropoulos3Prudence Millear4Andrew Allen5Helen M. Stallman6Jonathan Mason7Tamara De Regt8Andrew Wood9Lee Kannis-Dymand10School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, AustraliaSchool of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, AustraliaInstitute of Health and Sports, Victoria University, Melbourne, VIC, AustraliaSchool of Psychology, National and Kapodistrian University of Athens, Athens, GreeceSchool of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, AustraliaSchool of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, AustraliaThompson Institute, University of the Sunshine Coast, Maroochydore, QLD, AustraliaSchool of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, AustraliaSchool of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, AustraliaSchool of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, AustraliaSchool of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, AustraliaBackground: Massively multiplayer online games (MMOs) evolve online, whilst engaging large numbers of participants who play concurrently. Their online socialization component is a primary reason for their high popularity. Interestingly, the adverse effects of MMOs have attracted significant attention compared to their potential benefits.Methods: To address this deficit, employing PRISMA guidelines, this systematic review aimed to summarize empirical evidence regarding a range of interpersonal and intrapersonal MMO well-being outcomes for those older than 13.Results: Three databases identified 18 relevant English language studies, 13 quantitative, 4 qualitative and 1 mixed method published between January 2012 and August 2020. A narrative synthesis methodology was employed, whilst validated tools appraised risk of bias and study quality.Conclusions: A significant positive relationship between playing MMOs and social well-being was concluded, irrespective of one's age and/or their casual or immersed gaming patterns. This finding should be considered in the light of the limited: (a) game platforms investigated; (b) well-being constructs identified; and (c) research quality (i.e., modest). Nonetheless, conclusions are of relevance for game developers and health professionals, who should be cognizant of the significant MMOs-well-being association(s). Future research should focus on broadening the well-being constructs investigated, whilst enhancing the applied methodologies.https://www.frontiersin.org/articles/10.3389/fpsyg.2021.698799/fullMMOsinternet gamingsystematic literature reviewPRISMAwell-beingmassively multiplayer online
collection DOAJ
language English
format Article
sources DOAJ
author Lisa Raith
Julie Bignill
Vasileios Stavropoulos
Vasileios Stavropoulos
Prudence Millear
Andrew Allen
Helen M. Stallman
Jonathan Mason
Tamara De Regt
Andrew Wood
Lee Kannis-Dymand
spellingShingle Lisa Raith
Julie Bignill
Vasileios Stavropoulos
Vasileios Stavropoulos
Prudence Millear
Andrew Allen
Helen M. Stallman
Jonathan Mason
Tamara De Regt
Andrew Wood
Lee Kannis-Dymand
Massively Multiplayer Online Games and Well-Being: A Systematic Literature Review
Frontiers in Psychology
MMOs
internet gaming
systematic literature review
PRISMA
well-being
massively multiplayer online
author_facet Lisa Raith
Julie Bignill
Vasileios Stavropoulos
Vasileios Stavropoulos
Prudence Millear
Andrew Allen
Helen M. Stallman
Jonathan Mason
Tamara De Regt
Andrew Wood
Lee Kannis-Dymand
author_sort Lisa Raith
title Massively Multiplayer Online Games and Well-Being: A Systematic Literature Review
title_short Massively Multiplayer Online Games and Well-Being: A Systematic Literature Review
title_full Massively Multiplayer Online Games and Well-Being: A Systematic Literature Review
title_fullStr Massively Multiplayer Online Games and Well-Being: A Systematic Literature Review
title_full_unstemmed Massively Multiplayer Online Games and Well-Being: A Systematic Literature Review
title_sort massively multiplayer online games and well-being: a systematic literature review
publisher Frontiers Media S.A.
series Frontiers in Psychology
issn 1664-1078
publishDate 2021-06-01
description Background: Massively multiplayer online games (MMOs) evolve online, whilst engaging large numbers of participants who play concurrently. Their online socialization component is a primary reason for their high popularity. Interestingly, the adverse effects of MMOs have attracted significant attention compared to their potential benefits.Methods: To address this deficit, employing PRISMA guidelines, this systematic review aimed to summarize empirical evidence regarding a range of interpersonal and intrapersonal MMO well-being outcomes for those older than 13.Results: Three databases identified 18 relevant English language studies, 13 quantitative, 4 qualitative and 1 mixed method published between January 2012 and August 2020. A narrative synthesis methodology was employed, whilst validated tools appraised risk of bias and study quality.Conclusions: A significant positive relationship between playing MMOs and social well-being was concluded, irrespective of one's age and/or their casual or immersed gaming patterns. This finding should be considered in the light of the limited: (a) game platforms investigated; (b) well-being constructs identified; and (c) research quality (i.e., modest). Nonetheless, conclusions are of relevance for game developers and health professionals, who should be cognizant of the significant MMOs-well-being association(s). Future research should focus on broadening the well-being constructs investigated, whilst enhancing the applied methodologies.
topic MMOs
internet gaming
systematic literature review
PRISMA
well-being
massively multiplayer online
url https://www.frontiersin.org/articles/10.3389/fpsyg.2021.698799/full
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