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

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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]
Copyright of Family Relations (John Wiley & Sons, Inc.) is the property of John Wiley & Sons, Inc. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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DbLabel: Education Research Complete
An: 192267913
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PubType: Academic Journal
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  Data: Gaming perceptions, coplaying, and social support: A two‐study examination.
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  Data: <searchLink fieldCode="AR" term="%22Guler%2C+Minel%22">Guler, Minel</searchLink><relatesTo>1</relatesTo><i> mg2268@msstate.edu</i><br /><searchLink fieldCode="AR" term="%22Burke%2C+Benjamin%22">Burke, Benjamin</searchLink><relatesTo>1</relatesTo>
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  Data: <searchLink fieldCode="JN" term="%22Family+Relations+%28John+Wiley+%26+Sons%2C+Inc%2E%29%22">Family Relations (John Wiley & Sons, Inc.)</searchLink>. Apr2026, Vol. 75 Issue 2, p1376-1391. 16p.
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  Data: *<searchLink fieldCode="DE" term="%22Video+games%22">Video games</searchLink><br />*<searchLink fieldCode="DE" term="%22Families%22">Families</searchLink><br />*<searchLink fieldCode="DE" term="%22Leisure%22">Leisure</searchLink><br /><searchLink fieldCode="DE" term="%22Social+support%22">Social support</searchLink><br /><searchLink fieldCode="DE" term="%22Couples%22">Couples</searchLink>
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: 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]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of Family Relations (John Wiley & Sons, Inc.) is the property of John Wiley & Sons, Inc. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
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      – Type: doi
        Value: 10.1111/fare.70098
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      – Code: eng
        Text: English
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        PageCount: 16
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    Subjects:
      – SubjectFull: Video games
        Type: general
      – SubjectFull: Families
        Type: general
      – SubjectFull: Leisure
        Type: general
      – SubjectFull: Social support
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      – SubjectFull: Couples
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              M: 04
              Text: Apr2026
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              Y: 2026
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