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Sense of (Online) Community? The Social Organization Theory of Action and Change and Adult Video Game Players

Much investigation has explored the potential effects of video games in adolescence. However, limited research has been conducted on the effects of social video game play and individual and relational well-being in adults. The Social Organization Theory of Action and Change (SOAC) may be a helpful way to examine social behaviors (like gaming) and how they relate to well-being. This exploratory study will utilize the SOAC to examine social gaming behaviors in adults, and examine the relationships between these behaviors and adult individual and relational outcomes (e.g., loneliness, relationship satisfaction). Descriptive statistics and correlations are provided. Regression analyses will be performed. Results will be used to discuss the viability of applying the SOAC to online, social gaming contexts. Implications for social video game play in adults will be provided.

Identiferoai:union.ndltd.org:ETSU/oai:dc.etsu.edu:secfr-conf-1104
Date03 April 2020
CreatorsBurke, Benjamin, M.S., Duncan, James M, Ph.D., Frye, Nick, Ph. D., Lucier-Greer, Mallory, Ph. D., LMFT, CFLE
PublisherDigital Commons @ East Tennessee State University
Source SetsEast Tennessee State University
Detected LanguageEnglish
Typetext
Formatapplication/pdf
SourceSoutheastern Council on Family Relations Conference

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