7 General Discussion
In my dissertation studies (total N = 2142), I examined whether playing a single-player video game alone replenishes belonging after social rejection, a potential disengaged–prosocial response to social rejection in the bi-dimensional rejection taxonomy (Sunami, Nadzan, and Jaremka 2020). In Study 1, I validated a single-item measure of belonging, the Heart Manikin, used as the primary outcome for the subsequent studies. In Study 2, I examined whether recalling one’s time playing a social surrogate video game vs. a non-social surrogate video game can replenish belonging after social rejection. Lastly in Study 3, I examined whether rejected people who play a video game with varying degrees of parasocial relationship and social world contents can replenish their belonging. The results of the studies did not support the social surrogacy hypothesis. I discuss the implications of the current nulls results below.
7.2 Possible Impact on Society
All humans have a fundamental need to belong, and when this need is threatened, people experience adverse mental and physical health outcomes (Cacioppo et al. 2006; Hawkley et al. 2010; Jaremka et al. 2013). People experience threats to belonging in everyday life (Nezlek et al. 2012). Identifying an effective strategy to replenish belonging after social rejection will help efforts to develop interventions to protect belonging, and ultimately improve mental and physical well-being. One step for identifying such intervention is to measure belonging in a quick and effective way. The Heart Manikin validated in my dissertation can be an ideal tool for a large-scale research that requires less cost per participant.
The current null results for the social surrogacy hypothesis do not offer clear strategies to reduce threats to belonging. However, I did find that participants who enjoyed a video game reported higher belonging compared with those who did not enjoy across studies. Future studies could explore whether playing an enjoyable video game has a positive impact on belonging vs playing an unenjoyable video game. Such evidence could add to the broader conversation about the benefits of playing a video game (Granic, Lobel, and Engels 2014).
7.3 Constraints on Generality and Future Directions
I discuss the constraints on generality of the present findings (Simons, Shoda, and Lindsay 2017) to highlight any design or sample characteristics that can impose constraints on interpretation of the results and future directions in this section.
7.3.4 Character Identification
In the present dissertation, I focused on parasocial relationships with the non-player characters in video games. However, existing studies suggest that players can be emotionally attached to the player characters they control—such as Commander Sheperd in Mass Effect and Geralt of Rivia in Witcher (Bopp et al. 2019). According to the current definition of a parasocial relationship, the relationship between the player and the player character may not be considered as parasocial since the relationship can be two-sided: the player can control and influence the player character’s behavior, which in turn influences the player’s behavior (Banks 2015; Banks and Bowman 2016; Cohen 2014). Thus, the relationship players form with the player character may not fall under the concept of social surrogates. However, players can be emotionally attached to the player character and thus may replenish their sense of belonging. Indeed, theoretical discussions suggest that players can form parasocial relationships with player characters with established backgrounds (e.g., Lara Croft from the Tomb Raider series), but not with the avatars that they create themselves [e.g., the player character in Skyrim; Kavli (2012); Lewis, Weber, and Bowman (2008)].
I explored the role of player character identification in Study 3. In general, identification with the player character was unrelated to belonging. However, among participants who played a game without a parasocial relationship target, those identifying more with the player character reported higher belonging than those identifying less with the player character. This association was absent among participants who played a game with a parasocial relationship target. One possible explanation for these results is that participants identifying with the player character (Higra) were more likely to experience higher belonging in an absence of the parasocial target (Sashu) since the player can focus more on the player character. On the other hand, in the higher parasocial relationship condition, players’ attention was divided between the player character and the parasocial relationship target. Future studies can investigate whether players benefit form from certain player characters to form parasocial relationships and immerse themselves in the social worlds.
7.3.5 Multiplayer Gameplay
The current dissertation focused on solo gameplay because of its focus on social surrogates—non-human entities that can satisfy the belonging need (Gabriel and Valenti 2017). Accordingly, the current results do not generalize to multiplayer gameplay. One unexamined avenue for future research is to understand the impact of a common social surrogate shared by two real players. For example, two players can form a parasocial relationship with the same non-player character or immerse in the same social worlds (Gabriel, Valenti, and Young 2016). For example, two players of the Massively-Online Multiplayer Game, Final Fantasy XIV (Enix 2010) can simultaneously form a parasocial relationship with Gigi or become members of the same guild. Similarly, these players also share knowledge about the stories of Final Fantasy. Having shared parasocial relationships or social worlds may benefit real social relationships. Indeed, couples who consume media together tend to have better relationship quality, and thus higher belonging (Gomillion et al. 2017). Taken together, I expect that people who experience social surrogates together with close others will report higher belonging than those who experience them alone.
7.3.6 Mechanisms
In the proposal, I planned to speculate on possible mechanisms if I find that rejected people replenished their belonging via social surrogates in video games. I speculated that a video game player can experience positive emotions, which can facilitate replenishing belonging (Williams 2009). Or, they can experience a sense of confidence and self-esteem in playing a video game, and this increase in self-esteem could increase belonging consistent with the sociometer hypothesis (Leary et al. 1995). Rejected people can also play a single-player video game to simply distract themselves, and distraction can replenish belonging (Hales, Wesselmann, and Williams 2016; Nadzan, Jaremka, and Sunami 2019; Wesselmann et al. 2013). However, I did not find that rejected people replenished belonging by social surrogates in the current studies in the first place. Future research should investigate whether social surrogates in video games can replenish belonging first before investigating mechanisms.
7.4 Conclusion
My dissertation examined whether people can replenish their belonging following social rejection by playing a single-player video game with social surrogates. The results did not support the social surrogacy hypothesis. I do not have a strong evidence that can explain the current null results. Possibilities of the null results include ineffective manipulations of social surrogacy, Type II error, and unexplained boundary conditions.
I note that many past studies in social psychology focused on investigating negative effects of playing video games (for discussion, see Anderson et al. 2010; Hilgard, Engelhardt, and Rouder 2017). I took a different perspective and focused on possible positive influence of the gameplay (see Adachi and Willoughby 2013; Granic, Lobel, and Engels 2014 for similar perspectives). I hope my dissertation contributes towards a more nuanced understanding of video games and how they influence social well-being.
Despite the technological advances to connect us better, social rejection continues to be an everyday experience of modern human life. I hope my dissertation contributes the way for future efforts to better understand the role of video game in belonging, and eventually contributes to developing ways to mitigate the detrimental effects of social rejection.
7.3.1 Social Surrogates in Non-Rejected People
Across the current studies (Studies 2 and 3), all participants experienced acute social rejection before seeing social surrogates. Thus, the current studies did not test whether non-rejected people can increase belonging, or whether people with chronic feelings of social rejection (e.g., loneliness) could replenish belonging via social surrogacy in video games, both important directions for future investigations.