Effects of rapport on gaming disorder in social network games mediated by social presence Online publication date: Sun, 30-Jul-2023
by Chang Won Jung
International Journal of Mobile Communications (IJMC), Vol. 22, No. 2, 2023
Abstract: This study aims to identify the factors that trigger gaming disorder in social network games (SNG) through a conceptual framework. To achieve this, the study proposes a model using the social-relational constructs of rapport and social presence by analysing data from an online survey of Korean gamers (N = 453). The results revealed that likability and self-disclosure were significantly and positively predictive of rapport, which influenced social presence. Gaming disorder in SNG was found to be significantly and positively influenced by social presence but not by rapport. The results indicate that social presence fully mediated the effect of rapport on gaming disorder in SNG. In an SNG environment, gaming players' personal tendencies are essential to building rapport independently from the individual's gaming-oriented knowledge, skill, experience, or behavioural action. The closer gaming players perceive the social distance between their fellow players, the more likely they are to develop a gaming disorder.
Existing subscribers:
Go to Inderscience Online Journals to access the Full Text of this article.
If you are not a subscriber and you just want to read the full contents of this article, buy online access here.Complimentary Subscribers, Editors or Members of the Editorial Board of the International Journal of Mobile Communications (IJMC):
Login with your Inderscience username and password:
Want to subscribe?
A subscription gives you complete access to all articles in the current issue, as well as to all articles in the previous three years (where applicable). See our Orders page to subscribe.
If you still need assistance, please email subs@inderscience.com