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I feel different when I play: A study of self esteem and well-being in MMO-playing young adults
Umeå University, Faculty of Social Sciences, Department of Psychology.
Umeå University, Faculty of Social Sciences, Department of Psychology.
2019 (English)Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

The current study aimed to investigate if there was a difference in self esteem of Swedish young adults when they were playing MMO (Massively Multiplayer Online Games) compared to when they were not playing. Moreover, the purpose was to explore whether any discrepancy in self esteem was associated with well-being and/or the amount of time spent gaming. The sample (N=75) was 19-30 year olds who regularly played MMO. The study consisted of an online survey including the Short Warwick-Edinburgh Mental Well-Being Scale, two versions of the Rosenberg Self Esteem Scale (one directed towards when playing and one towards when not playing) as well as questions concerning gaming habits. The results showed a significant difference in self esteem with a generally lower self esteem when playing compared to when not playing. The results indicated that MMO-playing functions as a separate context, where self esteem manifests differently from otherwise. The group reporting the lowest well-being showed a significant correlation between well-being and the discrepancy. This indicated that people with low well-being may have an increased sensitivity towards a discrepancy in self esteem where it tends to affect well-being negatively. The group that played the most showed a generally larger discrepancy compared to those who played the least. The patterns observed in the study motivate further research regarding why self esteem manifests differently in the MMO-playing context.

Abstract [sv]

Studien ämnade att undersöka om det fanns en skillnad i självkänsla hos svenska unga vuxna då de spelande MMO(Massively Multiplayer Online Games) i relation till när de inte spelade. Vidare var syftet med studien att undersöka om någon diskrepans i självkänsla var associerat med välmående och/eller antal timmar de spelade. Urvalet (N=75) bestod av 19-30 åringar som regelbundet spelade MMO. Studien bestod av en online enkät med en Short Warwick-Edinburgh Mental Well-Being Scale och två versioner av Rosenberg Self Esteem Scale (en riktad mot då de spelande och en riktad mot då de inte spelade). Vidare bestod enkäten av frågor gällande spelvanor. Resultatet visade på en signifikant skillnad i självkänsla med en lägre självkänsla då de spelade än då de inte spelade. Resultatet tyder på att MMO-spelande fungerar som ett kontext där självkänsla manifesteras annorlunda. Gruppen som rapporterade lägst välmående visade på en signifikant korrelation mellan välmående och diskrepans. Detta indikerar att människor med lågt välmående kan ha en ökad känslighet för diskrepans i självkänsla, där diskrepansen verkar påverka välmående negativt. Gruppen som spelade mest tenderade vidare att  generellt ha en större diskrepans i jämförelse med dom som spelade minst. De mönster som observerats i den aktuella studien motiverar framtida forskning gällande varför självkänsla manifesteras annorlunda i MMO-spelande kontext.

Place, publisher, year, edition, pages
2019. , p. 15
Keywords [en]
Gaming, MMO, young adults, self esteem, discrepancy, well-being
National Category
Psychology
Identifiers
URN: urn:nbn:se:umu:diva-167028OAI: oai:DiVA.org:umu-167028DiVA, id: diva2:1383818
Subject / course
Examensarbete i psykologi
Educational program
Study Programme for University Diploma in Psychology
Presentation
2020-01-07, Konferensrummet, beteendevetarhuset, us Y, Beteendevetarhuset, Vindarnas torg, Mediagränd 14, Umeå universitet, Beteendevetarhuset, 901 87 Umeå, Umeå, 13:15 (Swedish)
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Examiners
Available from: 2020-01-09 Created: 2020-01-08 Last updated: 2020-01-09Bibliographically approved

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