The Impact of Social Activities in Video Games on Real-Life
Socialisation and Mental Health
Pengyu Chen
International college, Communication University of China, Nanjing, Nanjing, 210000, China
Keywords: Video Game Social Interaction, Real - World Social Behavior, Mental Health, Influence Mechanism, Social
Interaction.
Abstract: The impact of video game social activities on audiences has become a hot social concern. While some studies
highlight their negative effects on adolescents' mental health, the influence on real-life social behaviors has
been overlooked, with past research often suffering from short research durations and outdated contexts. This
study uses questionnaire surveys, SPSS correlation analysis, and literature reviews to explore the effects of
in-game social interactions (e.g., teamwork, voice communication, virtual community participation) on
individual behavior and psychology. It finds these activities significantly boost real-life social competence
and promote psychological health. The findings bridge theoretical gaps in game social interaction research,
offering practical insights for optimizing game design, formulating educational interventions, and managing
players' mental health, thus aiding the construction of a healthy digital social ecology.
1 INTRODUCTION
1.1 Background to the Study
With digital technology deeply penetrating social life,
video games have evolved from a single
entertainment medium to a complex ecosystem with
social attributes. According to the 2024 China Game
Industry Report, the number of game users in China
has exceeded 680 million, and the proportion of game
hours driven by social functions has reached 42%. As
an active gaming culture region, the average daily
social gaming time of young people in Southwest
China is as high as 3.1 hours, far exceeding the
national average (CNNIC, 2025). This virtual social
practice has not only reconfigured the traditional
social model, but also triggered widespread social
controversy over its mental health impact. For
example, competitive games such as League of
Legends cultivate social skills through teamwork, but
over-indulgence may lead to social alienation in
reality; role-playing games such as World of Warcraft
promote deep interaction, but there is a risk of
confusing virtual identity with the real self. These
phenomena highlight that the dual influence of social
activities in video games on individual behaviour and
psychology needs to be explored in depth.
1.2 Significance of the Study
The significance of this study is to delve into the
impact of social activities in video games on real-life
social behaviour and mental health. By answering
specific questions about how social activities in video
games specifically affect players' social behaviours in
reality, whether these activities have a positive or
negative impact on mental health, and how different
types of video games, as well as player characteristics
(e.g., age, gender, consumption behaviours, etc.),
differ in these effects.
This study aims to fill a gap in the current
literature and provide valuable insights for game
designers, educators, and players. The findings not
merely augment the theoretical edifice of game
studies but also proffer actionable insights for
fostering salutary video gaming practices and
enhancing societal well-being. In addition, this study
also intends to reveal the potential interactive effects
between video game social activities and real-life
social behaviours, contributing to a deeper
understanding of the complex relationship between
video games and mental health.
Chen, P.
The Impact of Social Activities in Video Games on Real-Life Socialisation and Mental Health.
DOI: 10.5220/0013993600004916
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 2nd International Conference on Public Relations and Media Communication (PRMC 2025), pages 475-483
ISBN: 978-989-758-778-8
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
475
1.3 Research Issues
In order to delve deeper into the impact of social
activities in video games on real-life socialisation and
mental health, this study asks the following specific
questions:
How do social activities in video games
specifically affect the real-life social behaviour of
their audiences?
Are there adverse or good effects of socialisation
in video games on the mental health of the audience?
2 LITERATURE REVIEW
Since the influence of video games has expanded,
numerous scholars have conducted research on the
impact of video games on audience psychology and
the impact of video games on intimate relationships.
In the context of Chinese dissertations, scholars have
predominantly adopted diverse methodologies to
explore the influence of video games on various
aspects of players. Of these, the questionnaire method
has been particularly prevalent due to its efficiency
and quantitative advantages. For instance, Zhang et al.
(2023) collected data from 678 college students by
formulating a questionnaire and precisely analysed
the quantitative relationship between exposure to
violent video games and interpersonal
communication and psychological health. The
employment of in-depth interviews has yielded rich
qualitative insights, contributing to a more
comprehensive understanding of the subject matter.
Moreover, the experimental method was employed
for context-specific studies. Chen Yuan (2021)
effectively verified the role of enhancing self-esteem
and self-identity in reducing video game addictive
behaviors among middle school students through a
research design incorporating experimental and
control groups in self-esteem-themed group
counselling. The content analysis method plays a
pivotal role in exploring the relationship between
game content and player behavior. Zhou Yan (2019)
explored the influence of social motivation on
players' gaming behaviour through the meticulous
analysis of game content, combined with player
feedback. The views of Chinese scholars can be
broadly divided into the following two points:
The impact of video game social activities on the
real-life social skills of the audience has been a
subject of much debate. Bian, Qing, and Xia, Shixin
(2024) have demonstrated that 'toxic behaviours',
such as in-game bullying, pranks, deception, verbal
abuse, and other interactive behaviours that cause
discomfort to those who are subjected to them, are
prevalent in video game co-playing scenarios. These
behaviours have been shown to directly trigger
negative emotional experiences (game pain), and also
lead to structural ruptures in interpersonal
relationships by destroying social trust mechanisms,
forming a game social model with alienating
characteristics. Guo Ruiman et al. (2023) have
asserted that online games have the potential to
induce dependency in players, thereby impacting
their real-life social behaviours. This may manifest in
reduced communication with classmates and
participation in collective activities, ultimately
contributing to a deterioration in interpersonal
relationships.
Video game socialisation has a twofold effect on
the mental health of the audience.Regarding the
negative impact, Zhang Shichang et al. (2023) noted
that violent video game exposure had a direct
negative impact on college students' interpersonal
communication skills, with mental health playing a
partially mediating role. Chen Yuan (2021) also
found that a certain percentage of middle school
students survived video game addictive behaviours,
and that self-esteem and self-identity had a significant
negative effect on addictive behaviours. Li Jiaojiao
(2021) pointed out that adolescent online game
addiction has become a mental health problem of
world concern, and when adolescents are unable to
meet their social needs in reality, they often turn to
online games to seek care and support, which may
lead to game addiction.
With regard to positive impacts, Sun Hao et al.
(2023) pointed out that e-sports viewing behaviour
(the behaviour of participating in e-sports activities
by watching e-sports events, live broadcasts, etc., and
interacting with anchors or other viewers in real-time
or non-real-time through pop-up interactions, social
exchanges, etc., in order to gain entertainment
experience, social satisfaction or improve relevant
skills) has a positive effects, and esports viewing
behaviour can indirectly promote mental health by
promoting social adaptation. Through a survey of 383
Chinese university students, Tang Lin (2024) found
that co-operative interactions were negatively
associated with gaming addiction and that group
solidarity mediated the relationship between social
interactions to gaming addiction, suggesting that
appropriate social interactions and group solidarity
can reduce the negative effects of gaming addiction
on mental health.
With regard to foreign studies, the study by
Bhagat et al. (2019) utilised cross-sectional
questionnaires and statistical analyses to explore the
PRMC 2025 - International Conference on Public Relations and Media Communication
476
relationship between online social needs,
interpersonal competence, and gaming addiction
(Bhagat et al., 2019). The research methods employed
included a pre- and post-test experimental design (Li
et al., 2013), latent category analysis (Michelle
Colder Carras et al., 2016), a literature review
(Muhannad Quwaider et al., 2019), and linear
regression. A comparison of the results of Chinese
research with those of foreign research on the impact
of video game social activities reveals that the former
is more in-depth. Foreign research includes studies of
the specific manifestations of the impact of video
game social activities on the audience, as well as the
way in which video game social activities affect the
audience. The extant literature on this topic can be
broadly categorised into two distinct points of view.
Video game social activities enhance audience's
real-life social competence by enhancing teamwork
skills and fostering instant communication skills.
For example, Ryan Perry et al. (2018) found that
social interactions in online multiplayer video games,
such as playing with real-life friends, online-only
friends, and strangers, promote social capital building
and enhance teamwork skills. Online role-playing
games (RPGs) and massively multiplayer online
games (MMOs) are typical examples of this. David et
al. (2020) highlighted that online games provide
players with opportunities to interact with others,
promoting co-operation and social support, which
enhances real-life communication skills.
Secondly, video game socialisation has been
demonstrated to engender heightened psychological
stress and anxiety (Jones et al., 2020). However, the
social features of video games have been shown to
have a mitigating effect on loneliness and to enhance
social support among their users (Smith et al., 2021).
Michelle Colder Carras et al. (2017) found that
excessive gaming and problematic gaming symptoms
were associated with increased depressive symptoms
and social anxiety in adolescents. Conversely, Li et
al. (2013) reported that online social network-based
video games were effective in increasing mental
health literacy and providing emotional support to
reduce loneliness.
Despite the existence of a substantial corpus of
academic research, the extant literature is subject to a
number of limitations. These limitations can be
enumerated as follows:
Firstly, the samples were not sufficiently
representative. A preponderance of Chinese and
international studies is afflicted by diminutive sample
sizes and homogenous groups (e.g., specific ages,
game types, or cultural backgrounds), which
compromise the generalisability of the findings.
The study's methodological framework exhibits
several shortcomings, including an overreliance on
cross-sectional designs and self-reported data.
Additionally, there is a lack of causal validation,
stemming from the amalgamation of mixed-methods
(quantitative and qualitative) approaches. This
integration gives rise to conclusions that are
potentially one-sided and susceptible to bias.
In the context of the temporal dimension, the
prevailing nature of studies is that of a relatively brief
duration, thereby resulting in a paucity of long-term
follow-up. Consequently, the dynamic relationship
between gaming behaviours and mental health, as
well as the long-term effects thereof, remains
challenging to reveal.
This study adopts a multi-method approach,
incorporating a questionnaire survey, SPSS
correlation analysis and a literature review. This
strategy is employed to address the limitations of
previous studies, which were hindered by small
sample sizes and insufficient universality. The
combination of diverse methods is intended to
prevent one-sided conclusions, while the integration
of previous studies' results with current data aims to
extend the study's time span, thereby enhancing the
study's credibility.
3 ANALYSIS OF
QUESTIONNAIRES
3.1 Descriptive Statistical Analyses
As demonstrated in Table 1, the sample comprised
406 respondents, of which 217 (53.4 per cent) were
male and 191 (47.0 per cent) were female. This
finding suggests a marginal overrepresentation of
males within the survey sample compared to females.
The age classes of the surveyed groups were
distributed evenly, with a relatively large number of
respondents aged 35-44, constituting 133 or 32.6 per
cent of the total. The distribution of the sample size
across all age groups was found to be uniform, with a
notable predominance of individuals in the middle-
aged category (35-44 years old). Among the
respondents, 91 were students by occupation,
accounting for 22.3 per cent of the total. Furthermore,
142 individuals, constituting 34.8 per cent of the total,
were office workers, while 111 people, amounting to
27.2 per cent of the total, were freelancers, with no
fixed place or time of work. This distribution is
logical, considering that office workers and
The Impact of Social Activities in Video Games on Real-Life Socialisation and Mental Health
477
freelancers have more flexible gaming schedules
compared to students.
With regard to gaming behaviour, 63.72% of
players engage in gameplay for a duration exceeding
five hours on a weekly basis. The genres of
MMORPG (59.31%) and FPS (54.66%) demonstrate
the highest levels of popularity. With regard to game
social participation, 56.62% of players allocate 1-3
hours per day to social activities such as team and
guild participation, primarily through team battles
(57.6%) and chat channels (49.02%). Concerning the
impact of real-life social interaction, 63.73% of
players believe that game social interaction has
expanded their real-life social circle, 56.62% of
players have increased the frequency of real-life
active communication, and 68.3% of those who have
a happy mood in game social interaction have shown
higher motivation for real-life communication. At the
psychological level, 56.62% of the players reported
positive emotions during game socialisation, and
56.37% indicated an increase in self-confidence.
With regard to intervention measures, 71.57%
expressed support for schools to implement relevant
educational programmes, and 58.58% advocated for
game manufacturers to enhance social environment
oversight. The results of the study indicate a positive
trend in the expansion of real-life social interaction,
the enhancement of emotions, and the enhancement
of self-confidence, and a higher level of acceptance
among young and middle-aged groups. The
distribution of data is illustrated in Table 1.
Table 1. Frequency analysis results.
Name of the issue options frequency
p
ercentages
(%)
Cumulative
percentage (%)
What is your gender?
male 217 53.19 53.19
female 191 46.81 100.00
What is your age range?
Under 18 69 16.91 16.91
18-24 years 97 23.77 40.69
25-34 years 109 26.72 67.40
35-44 years 133 32.60 100.00
What is your current status?
schoolchildren 91 22.30 22.30
office workers (as
social group)
142 34.80 57.11
self-employed 111 27.21 84.31
other 64 15.69 100.00
How do you think video game
socialising affects your real-life
social circle?
significant
expansion
153 37.50 37.50
expanding 107 26.23 63.73
no change 72 17.65 81.37
narrow 42 10.29 91.67
significant
narrowing
34 8.33 100.00
Have you expanded your real-life
social activities (e.g., offline
gatherings, participating in other
activities together, etc.) because of
Regularly 157 38.48 38.48
once in a while 113 27.70 66.18
rarely will 73 17.89 84.07
never 65 15.93 100.00
PRMC 2025 - International Conference on Public Relations and Media Communication
478
the friends you've made through
gaming social activities?
How often do you initiate
communication with people in real
social situations compared to before
engaging in game socialisation:
increase
significantly
96 23.53 23.53
slight increase 135 33.09 56.62
basically unchanged 133 32.60 89.22
Slight decrease 38 9.31 98.53
substantial reduction 6 1.47 100.00
How do you feel that
participating in gaming social
activities has affected your ability to
build trusting relationships with
others in real life?
Helps a lot, it's
easier to build trust
86 21.08 21.08
Some help, a little
boost
141 34.56 55.64
It doesn't matter. 129 31.62 87.25
There's a little bit of
an obstacle. It's a little
bit harder to build trust.
45 11.03 98.28
It's harder to build
trust when there are
more obstacles
7 1.72 100.00
How do you feel that
participating in playful socialising
has impacted on your self-
confidence?
It's a big boost.
Makes me feel more
confident.
80 19.61 19.61
There's been some
improvement, feeling a
little more confident
150 36.76 56.37
It doesn't matter. 133 32.60 88.97
It's a bit of a shock.
My self-confidence has
dropped a bit.
42 10.29 99.26
It's a big blow. My
self-confidence has
dropped significantly.
3 0.74 100.00
add up the total 408 100.0 100.0
3.2 Linear Regression Analysis
The present study employs linear regression analysis
to investigate the influence of video game social
activities on real-life social circles. As demonstrated
in Table 2, the overall model fitting effect is
significant (F(2,405)=272.397, p=0.000), with an R
2
of 0.574 and an adjusted R
2
of 0.571, indicating that
the model can explain approximately 57.1% of the
variance of the dependent variable. The D-W value of
2.000 verifies that there is no autocorrelation of the
residuals and that the model assumptions are well-
fitted.
The Impact of Social Activities in Video Games on Real-Life Socialisation and Mental Health
479
Table 2 Linear regression analysis results
Unstandardised
coefficient
Stand
ardised
coefficie
n
t
t p
Covarian
ce
Diagnostics
B
Stan
dard
error
(midpoin
t)
Beta
V
IF
tole
rance
level
a constant -0.510
0.12
6
-
-
4.035
0.
000**
- -
During your participation in a video game
social event,
y
our mood is usuall
y
:
0.539
0.04
9
0.398
1
0.995
0.
000**
1
.244
0.80
4
How often do you initiate communication
with people in real social situations compared to
b
efore en
g
a
g
in
g
in
g
ame socialisation:
0.643
0.04
7
0.492
1
3.586
0.
000**
1
.244
0.80
4
R
2
0.574
Adjustment R
2
0.571
F
F
(2,405)=272.397,p=0.000
D-W value 2.000
N
ote: Dependent variable = 6. How do you think video game social activities affect your real-life social
circle?
*
<0.05 **
p
<0.01
The findings of the linear regression analysis
demonstrated that 'mood during participation in video
game social activities' exhibited a significant positive
effect on the impact of video game social activities on
real social circles, with an unstandardised coefficient
B=0.539 (p<0.01). This suggests that the more
positive the mood (e.g., 'very pleasant and relaxing',
'more pleasant and stress-relieving') experienced by
players during game socialising, the more likely they
are to be driven by positive moods and to be more
proactive in establishing social relationships within
the game. The hypothesis is that the stronger the
positive mood (e.g., 'very pleasant, relaxing,' 'more
pleasant, can relieve stress'), the more likely they are
to be driven by positive emotions and more actively
establish social relationships within the game. It is
predicted that this positive interaction experience will
be extended to real-life scenarios, thus reinforcing the
recognition that 'game socialisation expands the
social circle in reality.
The frequency of active communication in real
social situations in comparison to before participation
in game socialisation exerts a significant positive
effect on the dependent variable, with an
unstandardised coefficient of B=0.643 (p<0.01) and a
standardised coefficient of β=0.492. This suggests
that an increase in game socialisation is directly
proportional to the frequency of active
communication, thereby reflecting the transfer value
of game socialisation on real social skills. Players
engage in game socialisation, thereby practising their
communication skills and directly promoting the
activation and expansion of their real social circle. It
can thus be concluded that an increase in the
frequency of active communication in reality is
indicative of the transfer value of game social
interaction on real social skills. Players are able to
exercise their communication skills and develop
active communication habits through game social
interaction, which directly promotes the activity and
expansion of the real social circle.
The analysis of the covariance diagnostic indicated
that the independent variable VIF value was 1.244
with a tolerance of 0.804, indicating the absence of
any substantial covariance problem and the reliability
of the regression results. Furthermore, the model
R2=0.574, adjusted R2=0.571, F(2,405)=272.397
(p=0.000), indicating that the model's explanatory
power on the dependent variable is 57.1% and is
statistically significant. In conclusion, game social
mood and real social active communication
frequency are important positive predictors of the
influence of video game social activities on real social
circles. Furthermore, the explanatory power and
stability of the model on the relationship between the
variables are satisfactory.
PRMC 2025 - International Conference on Public Relations and Media Communication
480
4 SUMMARY OF KEY FINDINGS
OF THE STUDY
4.1 Impact of Video Game Socialisation
on Real-Life Socialisation
The descriptive statistical analysis revealed that over
70% of the surveyed players reported an increase in
the frequency of initiating social activities in real life
after socialising in video games (specifically in offline
gatherings, dining and other social occasions, for
example). This finding contradicts the results of
previous studies, which suggested that video game
social interaction mainly affects real-life social
behaviours indirectly through emotion regulation.
Instead, the present study suggests that social
activities in video games tend to affect real-life social
behaviours indirectly by enhancing individuals' real-
life skills (e.g. communication skills, initiative, etc.).
Moderate social activities in video games have
been found to have a positive effect on the mental
health of the audience. The survey responses
pertaining to the impact of game socialisation on
mental health further substantiate this finding. When
queried about their feelings regarding stress relief and
enjoyment while playing the game, 57% of
respondents expressed affirmative sentiments. This
suggests that a significant proportion of players
experience emotional relaxation and stress relief
during gameplay. Concurrently, 58% of respondents
indicated affirmation to the question 'Do you think
your self-confidence has been improved?', thereby
suggesting that game social activities have a
favourable effect on the enhancement of players' self-
confidence. The findings of this study indicate that
moderate participation in video game social activities
can improve the audience's mental health by relieving
psychological pressure and enhancing individual self-
confidence, thereby exerting a positive and beneficial
impact on people's psychological state.
4.2 Comparison of Research Findings
and Existing Studies
A total of seven articles relevant to the subject were
reviewed, of which Mogea et al. used a questionnaire
(Self-Report Surveys) to collect data covering 135
subjects. By designing satisfaction scales and mood
measurement tools (e.g. anxiety and depression
indicators), they analysed the relationship between
video game addiction and mental health. Furthermore,
Mogea et al. explored the potential mitigating effect of
offline social support on this relationship. In contrast,
Bhagat, S., and JeongE. J., & Kim, D. J.'s study
utilised cross-sectional questionnaires and statistical
analyses to explore the relationship between online
social demands, interpersonal competence and
gaming addiction.
Other research methods employed include pre- and
post-test experimental design, latent category analysis,
and literature reviews, and linear regression. This
study incorporated a questionnaire to collect data,
under the premise of using the literature review
method, which seeks to compensate for the lack of
qualitative analysis in the literature review, enhance
the scientific and credibility of the conclusions, and
discover the relationships of the variables that have
not been sufficiently focused on in previous studies in
the literature, by using the questionnaire and
quantitative analysis as a quantitative method of
analysis.
4.3 Components Supporting Existing
Research
The findings of this paper demonstrate partial
congruence with those of extant studies, such as the
proposition that the frequency of co-operative play
with a partner exerts a significant positive effect on
the quality of intimacy. The enhancement of real-life
emotional connection through co-operative gaming is
evidenced by an increase in the quality of interaction
and joint leisure time.
In addition, other scholars have argued that video
game socialisation has broken through virtual
boundaries and become an extension of real
socialisation. For instance, players may cultivate
authentic social relationships offline after
establishing friendships through gaming.
Furthermore, the development of collaborative skills
in players through teamwork in games (e.g., guild
missions) can be transferred to real-life scenarios.
While not explicitly argued, other studies have
implied a potential positive real-life influence by
emphasising the social functions of games (e.g.,
cooperation, identity).
5 SIGNIFICANCE OF THE
FINDINGS
5.1 The Potential Educational and
Social Value of Video Game
Socialisation
The results of this study demonstrate the educational
and social values of video game socialising activities.
The Impact of Social Activities in Video Games on Real-Life Socialisation and Mental Health
481
In terms of educational value, in the global
internationalisation genre of games, conducting video
game socialisation is conducive to players'
understanding of the culture and customs of other
regions and cross-cultural communication. It also
serves to exercise players' language expression skills
and vocabulary in foreign languages.
In terms of social value, the potential for
socialising in video games to transcend geographical
limitations is noteworthy, fostering connections with
individuals worldwide who share common interests
and thereby enriching the social experience.
Furthermore, game socialisation functions as a
medium for emotional release, offering players a
supportive and encouraging environment within the
virtual realm that serves to alleviate real-life
pressures.
5.2 Implications for Individual
Development
In the context of social groups that encounter
significant barriers to social integration, the
utilisation of video game-based socialisation has been
identified as a facilitator for the gradual adaptation to
social life.
In the case of individuals, game socialisation has
been shown to enhance communication skills,
including the ability to articulate one's position, status
and needs with clarity. Furthermore, it has been
demonstrated that game socialisation can enhance an
individual's capacity for emotion management,
thereby facilitating the maintenance of composure in
the face of challenges and frustrations encountered in
real-life scenarios.
5.3 Recommendations for Game
Developers
In this respect, game developers should take measures
to enhance the management of in-game socialising,
expeditiously remove inappropriate words and
actions, optimise the functionality of voice and text
chat to ensure seamless communication, and establish
the foundations for players to socialise within the
context of video games.
5.4 Implications for Society
It is imperative to elevate the societal discourse
concerning the socialisation of young individuals in
the digital landscape, with a particular emphasis on
incorporating a segment that explores the role and
repercussions of online socialisation within
educational contexts. Teachers' capacity building
should be strengthened, with a focus on improving
their ability to observe social gaming behaviours, to
help them identify whether students are addicted to
the Internet.
The promotion of the construction of parent-child
game rooms, the selection of cooperative games
suitable for the whole family, and the cultivation of
children's social skills through video game social
activities are also recommended.
6 RESEARCH LIMITATIONS
Despite the collection of 406 data points, which
served to compensate for the shortcoming of the
preceding study's lack of extensive geographical
coverage, the data sources from western China were
comparatively limited. Consequently, there may be a
certain deficiency in the representativeness of the data.
In terms of the impact of video game social
behaviours on audience real social behaviours and
mental health, further research is needed to
investigate the specific influencing factors, such as
whether different age classes are affected by video
game social behaviours in different ways.
Furthermore, it is crucial to ascertain whether the
family structure of the audience exerts an influence
on the effect of video game social behaviour.
7 CONCLUSION
Today, as video games have evolved from a single
entertainment medium to a complex ecosystem with
social attributes, in order to explore the impact of
social activities in video games on real social
behavior and mental health, this paper uses
questionnaire survey, literature review, SPSS
correlation analysis and other methods. This study
confirmed that the video game social activities have
both educational and social values. It can not only
improve the players' foreign language ability and
promote multicultural cognition through cross-
cultural interaction, but also break through regional
restrictions to build a global social network,
providing emotional support and pressure relief
channels for players. This study enlightens that
individuals can improve their communication ability
and emotional management ability through game
social interaction, and provide social adaptation path
for social disorder groups. It is suggested that game
developers optimize social function management, and
PRMC 2025 - International Conference on Public Relations and Media Communication
482
call on the society to pay attention to young people's
online social education. The significance of this study
is to fill in the relevant theoretical gaps, provide cross
field practical guidance for game design optimization,
education intervention strategies and player mental
health management, and help understand the
interaction mechanism of digital social ecology and
social adaptation.
REFERENCES
Bian, Q., & Xia, S. X. 2024. "Toxic behavior," painful
experiences, and social breakdown in co-playing video
games: A qualitative study based on 12 Chinese players
of MOBA games. China Journalism and
Communication Studies, (01): 183–200
Bhagat, S., Jeong, E. J., & Kim, D. J. 2019. The role of
individuals’ need for online social interactions and
interpersonal incompetence in digital game addiction.
International Journal of Human–Computer Interaction,
36(5): 449–463
Chen, Y. 2021. The current status of video game addiction
behavior among secondary vocational students and its
relationship with self-esteem and self-identity
[Unpublished master's thesis]. Fujian Normal
University
Colder Carras, M., Van Rooij, A. J., Van de Mheen, D.,
Musci, R., Xue, Q.-L., & Mendelson, T. 2017. Video
gaming in a hyperconnected world: A cross-sectional
study of heavy gaming, problematic gaming symptoms,
and online socializing in adolescents. Computers in
Human Behavior, 68: 472–479
Cole, D. A., Nick, E. A., & Pulliam, K. A. 2020. Are
massively multiplayer online role-playing games
healthy or not and why? Preliminary support for a
compensatory social interaction model. Computers in
Human Behavior, 102: 57–66
Guo, R. M., Xu, X. Y., Zuo, S. Y., & others. 2023. Analysis
of the impact of modern online games on college
students' physical and mental health and
countermeasures. Public Relations World, (08): 28–30
Li, J. J. 2021. A study on the relationship between social
experience in online games and game addiction among
adolescents [Unpublished master's thesis]. Sichuan
University
Li, T., Chau, M., Wong, P., Lai, E., & Yip, P. 2013.
Evaluation of a web-based social network electronic
game in enhancing mental health literacy for young
people. Journal of Medical Internet Research, 15(5):
e80
Perry, R., Drachen, A., Kearney, A., Kriglstein, S., Nacke,
L. E., Sifa, R., Wallner, G., & Johnson, D. 2018.
Online-only friends, real-life friends or strangers?
Differential associations with passion and social capital
in video game play. Computers in Human Behavior, 79:
202–210
Quwaider, M., Alabed, A., & Duwairi, R. 2019. The impact
of video games on the players’ behaviors: A survey.
Procedia Computer Science, 151: 575–582
Sun, H., Dai, Y. M., & Zhang, Y. A. 2023. An empirical
study on the impact of e-sports behavior on adolescents'
health. Journal of Shenyang Sport University, 42(04):
106–114
Tang, L. 2024. A study on the influencing factors of game
addiction based on the theory of interaction ritual
chains and social work intervention suggestions
[Unpublished master's thesis]. Shanghai Normal
University
Zhang, S. B., Li, R. L., Zhang, J. M., & others. 2023. The
impact of violent video game exposure on college
students' interpersonal communication skills: The
mediating role of mental health. Chinese General
Practice Nursing, 21(11): 1459–1462
Zhou, Y. 2019. The influence of social motivation on
competitive mobile game players' game behavior
[Unpublished master's thesis]. Chengdu Sport
University
The Impact of Social Activities in Video Games on Real-Life Socialisation and Mental Health
483