In this paper, we aim to model contingent factors that differentiate between beneficial and harmful outcomes within players of the same massively multiplayer online role playing game (MMORPG). Research consistently demonstrates that the value or harm of gaming on wellbeing cannot be determined solely from whether and how much people play, but rather depends on contingent factors related to the player, the game, and the gaming context. Playing digital games can nurture wellbeing by helping players recover from daily stressors, cope with life's challenges, practice emotion regulation, and engage in meaningful social interaction however, this same leisure activity can also result in problematic gaming (i.e., harmful play at the expense of healthy behaviors), and social isolation that damages wellbeing.
Mandryk 1 *, Julian Frommel 1, Ashley Armstrong 1 and Daniel Johnson 2