Gaming perceptions, coplaying, and social support: A two‐study examination.

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Bibliographic Details
Title: Gaming perceptions, coplaying, and social support: A two‐study examination.
Authors: Guler, Minel1 mg2268@msstate.edu, Burke, Benjamin1
Source: Family Relations (John Wiley & Sons, Inc.). Apr2026, Vol. 75 Issue 2, p1376-1391. 16p.
Subject Terms: *Video games, *Families, *Leisure, Social support, Couples
Abstract: Objective: From a strength‐based perspective, this study investigated the associations between individuals' perceptions of the relational effects of gaming with their perceived social support. Frequency of video gaming with family members and romantic partners was examined as a mediator. Background: Video games are a highly popular activity with implications for individual and family well‐being; however, video gaming is often examined from a deficit‐oriented perspective. Method: The conceptual framework was tested in two distinct studies. Study 1 included 142 participants (42.3% female), whereas Study 2 included 153 participants (47.7% female). We estimated a structural equation model for the hypothesized full mediation model in each study. Results: The hypothesized full mediation model was supported in Study 2 but not in Study 1. Individuals' perceptions of gaming as beneficial for relationships were significantly and indirectly associated with the perceived level of social support from their romantic partners, mediated by the frequency of gaming with romantic partners. Conclusion: The findings highlight the importance of examining gaming perceptions and behaviors in relational well‐being, particularly for romantic couples. Implications: The findings suggest the benefit of integrating couples' video gaming as a shared leisure activity in relationship education programs, especially for those viewing games as relationally beneficial. [ABSTRACT FROM AUTHOR]
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Database: Education Research Complete
Description
Abstract:Objective: From a strength‐based perspective, this study investigated the associations between individuals' perceptions of the relational effects of gaming with their perceived social support. Frequency of video gaming with family members and romantic partners was examined as a mediator. Background: Video games are a highly popular activity with implications for individual and family well‐being; however, video gaming is often examined from a deficit‐oriented perspective. Method: The conceptual framework was tested in two distinct studies. Study 1 included 142 participants (42.3% female), whereas Study 2 included 153 participants (47.7% female). We estimated a structural equation model for the hypothesized full mediation model in each study. Results: The hypothesized full mediation model was supported in Study 2 but not in Study 1. Individuals' perceptions of gaming as beneficial for relationships were significantly and indirectly associated with the perceived level of social support from their romantic partners, mediated by the frequency of gaming with romantic partners. Conclusion: The findings highlight the importance of examining gaming perceptions and behaviors in relational well‐being, particularly for romantic couples. Implications: The findings suggest the benefit of integrating couples' video gaming as a shared leisure activity in relationship education programs, especially for those viewing games as relationally beneficial. [ABSTRACT FROM AUTHOR]
ISSN:17413729
DOI:10.1111/fare.70098