Associations between Game Users and Life Satisfaction: Role of Self-Esteem, Self-Efficacy and Social Capital
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 32797
Associations between Game Users and Life Satisfaction: Role of Self-Esteem, Self-Efficacy and Social Capital

Authors: Hye Rim Lee, Eui Jun Jeong

Abstract:

This study makes an integrated investigation on how life satisfaction is associated with the Korean game users' psychological variables (self-esteem, game and life self- efficacy), social variables (bonding and bridging social capital), and demographic variables (age, gender). The data used for the empirical analysis came from a representative sample survey conducted in South Korea. Results show that self-esteem and game efficacy were an important antecedent to the degree of users’ life satisfaction. Both bonding social capital and bridging social capital enhance the level of the users’ life satisfaction. The importance of perspectives as well as their implications for the game users and further associated research is explored.

Keywords: Life satisfaction, self-esteem, game efficacy, life-efficacy, social capital.

Digital Object Identifier (DOI): doi.org/10.5281/zenodo.1108208

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2713

References:


[1] T. M. Connolly, E. A. Boyle, E. MacArthur, T. Hainey and J. M. Boyle, “A systematic literature review of empirical evidence on computer games and serious games”, Computers and Education, 2012, vol. 59, no. 2, pp. 661-686.
[2] L. S. L. Chen, H. H. J. Tu and E. S. T. Wang, “Personality traits and life satisfaction among online game players”, Cyber Psychology and Behavior, 2008, vol. 11, no. 2, pp. 145-149.
[3] W. Pavot and E. Diener, “Review of the satisfaction with life scale”, Psychological assessment, 1993, vol. 5, no. 2.
[4] E. Diener, “Subjective well-being”, Psychological Bulletin, 1984, vol. 95, pp. 542-575.
[5] E. Diener, E., and K. Ryan, “Subjective well-being: a general overview”, South African Journal of Psychology, 2009, vol. 39, no. 4, pp. 391-406.
[6] S. Vara, “Intensive care nurses Investigation of the Relationship between Job Satisfaction and General Life Satisfaction”, Unpublished MA Language Thesis, Ege University, Health Sciences Institute, Izmir, 1999.
[7] C. Schmitter, M. Zisselman, and A. Woldow, “Life satisfaction in centenarians residing in long-term care”, Annals of Long Term Care, 2003, vol. 7, no. 2, pp. 437-442.
[8] J. Bentham, “An introduction to the principles of morals and legislation”, London: The Clarendon Press, 1823/1907.
[9] J.S. Mill, “Utilitarianism. On liberty and other essays”, New York, NY: Oxford University Press, 1861/1991.
[10] E. L. Kelly, E. L., and J. J .Conley, “Personality and compatibility: a prospective analysis of marital stability and marital satisfaction”, Journal of personality and social psychology, 1987, vol. 52, no. 1, p. 27.
[11] R. M. Ryan, and E. L. Deci, “Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being”, American psychologist, 2000, vol. 55, no. 1, p. 68.
[12] J. L. Neys, J. L., Jansz, J., and Tan, E. S, “Exploring persistence in gaming: The role of self-determination and social identity”, Computers in Human Behavior, 2014, vol. 37, pp. 196-209.
[13] P. Thagard, “The brain and the meaning of life”, Princeton University Press, 2010.
[14] C. K. J. Wang, A. Khoo, W.C. Liu, and S. Divaharan, “Passion and intrinsic motivation in digital gaming”, Cyber Psychology and Behavior, 2008, vol. 11, no. 1, pp. 39-45.
[15] R. M. Ryan, Rigby, C. S., and Przybylski, A., “The motivational pull of video games: A self-determination theory approach”, Motivation and emotion, 2006, vol. 30, no. 4, pp. 344-360.
[16] J. M. Smyth, “Beyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game play”, Cyber Psychology and Behavior, 2007, vol. 10, no. 5, pp. 717-721.
[17] Y. L. Lin and Lin, H. W., “A study on the goal value for massively multiplayer online role-playing games players”, Computers in Human Behavior, 2011, vol. 27, no. 6, pp. 2153-2160.
[18] R. J. Vallerand and Ratelle, C. F., “Intrinsic and extrinsic motivation: A hierarchical model”, Handbook of self-determination research, 2002, vol. 128, pp. 37-63.
[19] E. Diener, E. M. Suh, R. E. Lucas and H. L. Smith, “Subjective well-being: Three decades of progress”, Psychological bulletin, 1999, vol. 125, no. 2, p. 276.
[20] K. Jegers, “Pervasive game flow: understanding player enjoyment in pervasive gaming”, Computers in Entertainment (CIE), 2007, vol. 5, no. 1, p. 9.
[21] M. M. Omodei and A. J. Wearing, “Need satisfaction and involvement in personal projects: Toward an integrative model of subjective well-being”, Journal of Personality and social Psychology, 1990, vol. 59, no. 4, p. 762.
[22] M. Rosenberg, C. Schooler, and C. Schoenbach, “Self-esteem and adolescent problems: Modeling reciprocal effects”, American Sociological Review, 1989, vol. 54, pp. 1004-1018.
[23] S. X. Chen, F. M. Cheung, Bond, M. H., and Leung, J. P., “Going beyond self‐esteem to predict life satisfaction: The Chinese case”, Asian Journal of Social Psychology, 2006, vol. 9, no. 1, pp. 24-35.
[24] A. Campbell, “The sense of well-being in America: recent patterns and trends”, New York: McGraw-Hill, 1981.
[25] H. Cheng and A. Furnham, “Personality, self-esteem, and demographic predictions of happiness and depression”, Personality and individual differences, 2003, vol. 34, no. 6, pp. 921-942.
[26] E. McAuley, S. Elavsky, R. W. Motl, Konopack, J. F., Hu, L., and Marquez, D. X., “Physical activity, efficacy, and self-esteem: Longitudinal relationships in older adults”, The Journals of Gerontology Series B: Psychological Sciences and Social Sciences, 2005, vol. 60, no. 5, pp. 268-275.
[27] A. Bandura, “On the functional properties of perceived efficacy revisited”, Journal of Management, 2012, vol. 38, no. 1, pp. 9-44.
[28] D. H. Schunk, “Efficacy and education and instruction”, In J. E.Maddux (Ed.), Efficacy, adaptation, and adjustment: Theory, research, and applications (pp. 281-303). New York: Plenum, 1995.
[29] R. W. Lent, H. B. Sheu, D. Singley, Schmidt, J. A., Schmidt, L. C., and Gloster, C. S., “Longitudinal relations of efficacy to outcome expectations, interests, and major choice goals in engineering students”, Journal of Vocational Behavior, 2008, vol. 73, no. 2, pp. 328-335.
[30] D. Pavlas, K. Heyne, W. Bedwell, E. Lazzara and E. Salas, “Game-based learning: The impact of flow state and videogame efficacy”, In Proceedings of the Human Factors and Ergonomics Society Annual Meeting, SAGE Publications, 2010, vol. 54, no. 28, pp. pp. 2398-2402.
[31] S. Trepte and L. Reinecke, “The pleasures of success: Game-related efficacy experiences as a mediator between player performance and game enjoyment”, Cyberpsychology, Behavior, and Social Networking, 2011, vol. 14, no. 9, pp. 555-557.
[32] S. Caplan, D. Williams and N. Yee, “Problematic Internet use and psychosocial well-being among MMO players”, Computers in Human Behavior, 2009, vol. 25, no. 6, pp. 1312-1319.
[33] D. Williams, “On and off the’Net: Scales for social capital in an online era”, Journal of Computer‐Mediated Communication, 2006, vol. 11, no. 2, pp. 593-628.
[34] N. B. Ellison, C. Steinfield and C. Lampe, “The benefits of Facebook friends: Social capital and college students’ use of online social network sites”, Journal of Computer‐Mediated Communication, 2007, vol. 12, no. 4, pp. 1143-1168.
[35] S. Trepte, L. Reinecke and K. Juechems, “The social side of gaming: How playing online computer games creates online and offline social support”, Computers in Human Behavior, 2012, vol. 28, no. 3, pp. 832-839.
[36] R. D. Putnam, “Bowling alone: America's declining social capital”, Journal of democracy, 1995, vol. 6, no. 1, pp. 65-78.
[37] R. E. Lucas, A. E. Clark, Y. Georgellis, and E. Diener, “Reexamining adaptation and the set point model of happiness: Reactions to changes in marital status”, Journal of Personality and Social Psychology, 2003, vol. 84, pp. 527-539.
[38] D. Kahneman and A. B. Krueger, “Developments in the measurement of subjective well-being”, The journal of economic perspectives, 2006, vol. 20, no. 1, pp. 3-24.
[39] E. D. Diener, R. A. Emmons, R. J. Larsen and S. Griffin, “The satisfaction with life scale”, Journal of personality assessment, 1985, vol. 49, no. 1, pp. 71-75.
[40] M. Rosenberg, Society and the adolescent self-image (p. 326). Princeton, NJ: Princeton University Press, 1965.
[41] D. R. Compeau and C. A. Higgins, “Computer efficacy: Development of a measure and initial test”, MIS quarterly, 1995, pp. 189-211.
[42] G. Chen, G., Gully, S. M., and Eden, D., “Validation of a new general efficacy scale”, Organizational research methods, 2001, vol. 4, no. 1, pp. 62-83.
[43] D. Zillmann, “Mood management through communication choices”, American Behavioral Scientist, 1988.
[44] D. Rieger, L. Reinecke, L. Frischlich and Bente, G., “Media Entertainment and Well‐Being: Linking Hedonic and Eudaimonic Entertainment Experience to Media‐Induced Recovery and Vitality”, Journal of Communication, 2014, vol. 64, no. 3, pp. 456-478.
[45] D. Rieger, T. Wulf, J. Kneer, L. Frischlich and Bente, G., “The winner takes it all: The effect of in-game success and need satisfaction on mood repair and enjoyment”, Computers in Human Behavior, 2014, vol. 39, pp. 281-286.
[46] Z. Hussain and M. D. Griffiths, M. D., “Excessive use of massively multi-player online role-playing games: A pilot study”, International Journal of Mental Health and Addiction, 2009, vol. 7, no. 4, pp. 563-571.
[47] D. J. Kuss and M. D. Griffiths, “Internet gaming addiction: A systematic review of empirical research”, International Journal of Mental Health and Addiction, 2012, vol. 10, no. 2, pp. 278-296.
[48] V. Anand, “Study of time management: the correlation between video game usage and academic performance markers”, CyberPsychology and Behavior, 2007, vol. 10, no. 4, pp. 552-559.
[49] M. M. Skoric, L. L. C. Teo and R. L. Neo, “Children and video games: addiction, engagement, and scholastic achievement”, CyberPsychology and Behavior, 2009, vol. 12, no. 5, pp. 567-572.
[50] G. M. Hart, B. Johnson, B. Stamm, N. Angers, A. Robinson, T. Lally, et al., “Effects of video games on adolescents and adults”, Cyberpsychology and Behavior, 2009, vol. 12, no. 1, pp. 63-65.
[51] B. C. De Souza, L. X. L. e Silva and A. Roazzi, “MMMORPGs and cognitive performance: a study with 1280 Brazilian high school students”, Computers in Human Behavior, 2010, vol. 26, pp. 1564-1573.