Massively multiplayer online role-playing games and their impact on the psychosocial well-being of adolescents and young people

Cover Page

Cite item

Full Text

Abstract

Massively Multiplayer Online Role-Playing Games (MMORPG) are an integral part of leisure for millions of people worldwide. They significantly influence the development of interpersonal skills, self-esteem, and personal identity. The inclusion of gaming disorder as a type of behavioral disorder in the 5th edition of the Diagnostic and Statistical Manual and the 11th edition of the International Classification of Diseases has stimulated an increase in research on the negative consequences of video games. Many authors note the potential positive effects of participating in MMORPG: mental stimulation, connection with virtual friends, relaxation, and stress relief. The research purpose is to systematize foreign scientific publications presented in the scientific libraries PUBMED and Scopus over the period from 2005 to 2023 on the impact of massively multiplayer online role-playing games on the psychosocial well-being of adolescents and youth. Search terms include: massively multiplayer online game, multiplayer online game, MMORPG. K-Means clustering is applied to organize topics based on abstracts, and preliminary statistical text processing is carried out with TF-IDF. We conduct a comparative analysis to identify common and distinctive features of the effects of MMORPG on players. The main studies show that participation in MMORPG can have a significant negative impact on the psychosocial well-being of adolescents and youth, leading to deterioration in mental health, depression, anxiety, social interaction issues, and a decrease in quality of life. Individual positive results should be viewed with caution due to their limited number. There is a need for more research among MMORPG players where mental well-being results are the primary focus and social variables are controlled. Thus, this review provides confirmation that, despite evidence of the negative consequences of excessive MMORPG play and problematic gaming behavior, there are important psychosocial benefits that can be derived from moderate and adaptive play. It is essential for healthcare and educational professionals to recognize that playing MMORPG is a pathway for social connection and support, similar to other forms of leisure and real-world sports activities.

About the authors

Elena G. Ichitovkina

Central Polyclinic no. 2 of the Ministry of Internal Affairs of Russia

Email: elena.ichitovckina@yandex.ru

Doctor of Medicine, Associate Professor, Psychotherapist

Russian Federation, 45 Lomonosovsky Ave., Moscow 119192, Russian Federation

Alexandra M. Shishkova

Moscow Technological Institute

Email: shishkova.sasha@internet.ru
ORCID iD: 0009-0009-7740-7291

Student

Russian Federation, 80–5 Leningradsky Ave., Moscow 125190, Russian Federation

Sergey V. Zhernov

Derzhavin Tambov State University

Author for correspondence.
Email: sergern@rambler.ru
ORCID iD: 0000-0002-6250-9123

Candidate of Psychology, Senior Lecturer of Social and Developmental Psychology Department

Russian Federation, 33 Internatsionalnaya St., Tambov 392000, Russian Federation

References

  1. Pierre-Louis S. Essential facts about the video game industry. URL: https://www.theesa.com/esa-research/2020-essential-facts-about-the-video-game-industry (accessed: 05.11.2024).
  2. O'Connor E.L., Longman H., White K.M., Obst P.L. Sense of community, social identity and social support among players of massively multiplayer online games (MMOGS): a qualitative analysis. J. Commun. Appl. Soc. Psychol., 2015, vol. 25, issue 6, pp. 459-473. doi: 10.1002/casp.2224
  3. Martončik M., Lokša J. Do world of warcraft (MMORPG) players experience less loneliness and social anxiety in online world (virtual environment) than in real world (offline)? Comput. Hum. Behav., 2016, vol. 56, pp. 127-134. doi: 10.1016/j.chb.2015.11.035
  4. Kolotilova I.V. Individual Psychological Characteristics of Teenagers who are Passionate about Role-Playing Computer Games. Cand. psychol. sci. diss. Moscow, 2009, 234 p. (In Russian).
  5. Scott J., Porter-Armstrong A.P. Impact of multiplayer online role-playing games upon the psychosocial well-being of adolescents and young adults: reviewing the evidence. Psychiatry J., 2013, issue 1, art. 464685. doi: 10.1155/2013/464685
  6. Gallup J., Serianni B., Duff C., Gallup A. An exploration of friendships and socialization for adolescents with autism engaged in massively multiplayer online role-playing games (MMORPG). Educ. Train. Autism Dev. Disabil., 2016, vol. 51, no. 3, pp. 223-237. URL: https://www.jstor.org/stable/24827520 (accessed: 10.11.2024).
  7. Halbrook Y.J., O'Donnell A.T., Msetfi R.M. When and how video games can be good: a review of the positive effects of video games on well-being. Perspect. Psychol. Sci., 2019, vol. 14, issue 6, pp. 1096-1104. doi: 10.1177/1745691619863807
  8. Sourmelis T., Ioannou A., Zaphiris P. Massively Multiplayer Online Role Playing Games (MMORPGs) and the 21st century skills: a comprehensive research review from 2010 to 2016. Comput. Hum. Behav., 2017, vol. 67, pp. 41-48. doi: 10.1016/j.chb.2016.10.020
  9. Greenhalgh T., Robert G., Macfarlane F. et al. Storylines of research in diffusion of innovation: a meta-narrative approach to systematic review. Soc. Sci. Med., 2005, vol. 61, issue 2, pp. 417-430. doi: 10.1016/j.socscimed.2004.12.001
  10. Castillo R.P. Exploring the differential effects of social and individualistic gameplay motivations on bridging social capital for users of a massively multiplayer online game. Comput. Hum. Behav., 2019, vol. 91, pp. 263-270. doi: 10.1016/j.chb.2018.10.016
  11. Jones C., Scholes L., Johnson D. et al. Gaming well: Links between videogames and flourishing mental health. Front. Psychol., 2014, vol. 5, art. 260. doi: 10.3389/fpsyg.2014.00260
  12. Goh C., Jones C., Copello A. A further test of the impact of online gaming on psychological wellbeing and the role of play motivations and problematic use. Psychiatr. Q., 2019, vol. 90, pp. 747-760. doi: 10.1007/s11126-019-09656-x
  13. Perry R., Drachen A., Kearney A. et al. Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play. Comput. Hum. Behav., 2018, vol. 79, pp. 202-210. doi: 10.1016/j.chb.2017.10.032
  14. Cole D.A., Nick E.A., Pulliam K.A. Are massively multiplayer online role-playing games healthy or not and why? Preliminary support for a compensatory social interaction model. Comput. Hum. Behav., 2019, vol. 102, pp. 57-66. doi: 10.1016/j.chb.2019.08.012
  15. Kaye L.K., Kowert R., Quinn S. The role of social identity and online social capital on psychosocial outcomes in MMO players. Comput. Hum. Behav., 2017, vol. 74, pp. 215-223. doi: 10.1016/j.chb.2017.04.030
  16. Barnett J., Coulson M. Virtually real: a psychological perspective on massively multiplayer online games. Rev. Gen. Psychol., 2010, vol. 14, issue 2, pp. 167-179. doi: 10.1037/a0019442
  17. Gallup J., Little M.E., Serianni B., Kocaoz O. The potential of virtual environments to support soft-skill acquisition for individuals with autism. Quali. Rep., 2017, vol. 22, no. 9, pp. 2509-2532. doi: 10.46743/2160-3715/2017.2973
  18. Hong Q.N., Fàbregues S., Bartlett G. et al. The mixed methods appraisal tool (MMAT) version 2018 for information professionals and researchers. Educ. Informat., 2018, vol. 34, issue 4, pp. 285-291. doi: 10.3233/EFI-180221
  19. Semanová M. Emerging Technologies and Video Game Industry: Anticipation of Future Changes. URL: https://www.theseus.fi/bitstream/handle/10024/343752/Semanov%C3%A1%20Martina.pdf?sequence=2 (accessed: 10.11.2024).
  20. Kircaburun K., Pontes H.M., Stavropoulos V., Griffiths M.D. A brief psychological overview of disordered gaming. Curr. Opin. Psychol., 2020, vol. 36, pp. 38-43. doi: 10.1016/j.copsyc.2020.03.004
  21. Lam L. Risk factors of internet addiction and the health effect of internet addiction on adolescents: a systematic review of longitudinal and prospective studies. Curr. Psychiatry Rep., 2014, vol. 16, art. 508. doi: 10.1007/s11920-014-0508-2
  22. Bean A., Nielsen R., van Rooij A., Ferguson Ch. Video game addiction: the push to pathologize video games. Professional Psychology Research and Practice, 2017, vol. 48, no. 5. doi: 10.1037/pro0000150
  23. Männikkö N., Ruotsalainen H., Miettunen J. et al. Problematic gaming behaviour and health-related outcomes: a systematic review and meta-analysis. J. Health Psychol., 2017, vol. 25, issue 1, pp. 67-81. doi: 10.1177/1359105317740414
  24. Chang C.H., Chang Y.C., Cheng H., Tzang R.F. Treatment efficacy of internet gaming disorder with attention deficit hyperactivity disorder and emotional dysregulaton. Int. J. Neuropsychopharmacol., 2020, vol. 23, no. 6, pp. 349-355. doi: 10.1093/ijnp/pyaa010
  25. Shen C., Chen W. Social capital, coplaying patterns, and health disruptions: a survey of massively multiplayer online game participants in China. Comput. Hum. Behav., 2015, vol. 52, pp. 243-249. doi: 10.1016/j.chb.2015.05.053
  26. Ivanov M.S. Features of self-realization of personality in computer gaming activity. Cand. psychol. sci. diss. Kemerovo, 2005, 152 p. (In Russian).
  27. Stavropoulos V., Gomez R., Motti-Stefanidi F. Internet gaming disorder: a pathway towards assessment consensus. Front. Psychol., 2019, vol. 10, art. 1822. doi: 10.3389/fpsyg.2019.01822
  28. Choi J.W. An influence of game avatar on real world. Int. J. Innovat. Technol. Explo. Eng., 2019, vol. 8, issue 12, pp. 2935-2940. doi: 10.35940/ijitee.K1906.1081219
  29. Pontes H.M., Stavropoulos V., Griffiths M.D. Emerging insights on internet gaming disorder: conceptual and measurement issues. Addict. Behav. Rep., 2020, vol. 11, art. 100242. doi: 10.1016/j.abrep.2019.100242
  30. King D.L., Delfabbro P.H., Griffiths M.D., Gradisar M. Assessing clinical trials of Internet addiction treatment: a systematic review and CONSORT evaluation. Clin. Psychol. Rev., 2011, vol. 31, no. 7, pp. 1110-1116. doi: 10.1016/j.cpr.2011.06.009
  31. Kuss D.J., Griffiths M.D. Internet gaming addiction: a systematic review. Int. J. Ment. Health Addict., 2012, vol. 10, no. 2, pp. 278-296. doi: 10.1007/s11469-011-9318-5
  32. Adams B.L., Stavropoulos V., Burleigh T.L. et al. Internet gaming disorder behaviors in emergent adulthood: a pilot study examining the interplay between anxiety and family cohesion. Int. J. Ment. Health Addict., 2019, vol. 17, pp. 828-844. doi: 10.1007/s11469-018-9873-0
  33. Colder Carras M., Shi J., Hard G., Saldanha I.J. Evaluating the quality of evidence for gaming disorder: a summary of systematic reviews of associations between gaming disorder and depression or anxiety. PLoS ONE, 2020, vol. 15, art. e0240032. doi: 10.1371/journal.pone.0240032
  34. Sublette V., Mullan B. Consequences of play: a systematic review of the effects of online gaming. Int. J. Ment. Health Addict., 2012, vol. 10, pp. 3-23. doi: 10.1007/s11469-010-9304-3

Supplementary files

Supplementary Files
Action
1. JATS XML

Copyright (c) 2026 Ichitovkina E.G., Shishkova A.M., Zhernov S.V.

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.

Согласие на обработку персональных данных

 

Используя сайт https://journals.rcsi.science, я (далее – «Пользователь» или «Субъект персональных данных») даю согласие на обработку персональных данных на этом сайте (текст Согласия) и на обработку персональных данных с помощью сервиса «Яндекс.Метрика» (текст Согласия).