Videogaming and Social Capital: Investigating Online Relationships and Friendships in Digital Communities
Field | Value | Language |
dc.contributor.author | Van Der Schyff, Emma Leigh | |
dc.date.accessioned | 2025-04-15T04:18:12Z | |
dc.date.available | 2025-04-15T04:18:12Z | |
dc.date.issued | 2024 | en_AU |
dc.identifier.uri | https://hdl.handle.net/2123/33820 | |
dc.description.abstract | This thesis explores the role of videogaming in fostering social capital and its impact on individual wellbeing. Videogaming is a significant social phenomenon, shaping relationships and communities in digital spaces. Social capital, comprising bonding (close relationships) and bridging (diverse connections), is an important component of psychological wellbeing. The study employs a mixed-methods approach, integrating quantitative and qualitative data. A systematic review synthesised existing research, highlighting inconsistent findings on whether videogaming enhances, diminishes, or has no effect on social connectedness. Subsequently, a longitudinal survey was conducted with 3,989 participants, measuring gaming behaviour, social capital, perceived wellbeing, and relationship quality through standardised scales and open-ended questions. Findings reveal a nuanced relationship between videogaming and social capital. Quantitative data indicate that frequent gaming and gaming hours alone do not reliably increase social capital, but the quality of relationships formed through gaming strongly correlates with improved wellbeing. Qualitative findings emphasised themes such as self-presentation, and the challenges and benefits of forming meaningful relationships. Participants noted the value of anonymity, authenticity, and shared interests in fostering connections, while also identifying barriers like social anxiety, toxicity, and time constraints. A conceptual model developed from the findings integrates theories to explain how gaming behaviours shape social capital. This thesis contributes to the literature by addressing methodological challenges and offering insights into videogaming's social benefits and limitations. It considers the implications and advocates for interventions that maximise the social advantages of gaming while addressing its challenges. | en_AU |
dc.language.iso | en | en_AU |
dc.subject | social capital | en_AU |
dc.subject | social connectedness | en_AU |
dc.subject | video games | en_AU |
dc.subject | video gamers | en_AU |
dc.subject | online communities | en_AU |
dc.title | Videogaming and Social Capital: Investigating Online Relationships and Friendships in Digital Communities | en_AU |
dc.type | Thesis | |
dc.type.thesis | Doctor of Philosophy | en_AU |
dc.rights.other | The author retains copyright of this thesis. It may only be used for the purposes of research and study. It must not be used for any other purposes and may not be transmitted or shared with others without prior permission. | en_AU |
usyd.faculty | SeS faculties schools::Faculty of Medicine and Health::School of Medical Sciences | en_AU |
usyd.degree | Doctor of Philosophy Ph.D. | en_AU |
usyd.awardinginst | The University of Sydney | en_AU |
usyd.advisor | Campbell, Andrew | |
usyd.include.pub | No | en_AU |
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