1
Overview
2
The Bi-Dimensional Rejection Taxonomy
2.1
Existing Dimension: The Antisocial–Prosocial
x
-Axis
2.1.1
Foundational Theories in the Rejection Literature
2.1.2
Foundational Theories in the Close Relationships Literature
2.1.3
Defining Antisocial and Prosocial Responses
2.2
A New Dimension: The Engaged–Disengaged
y
-Axis
2.2.1
Foundational Theories
2.2.2
Defining Engaged–Disengaged Responses to Rejection
2.3
Comparisons with Existing Theories
2.4
Plotting Existing Studies in a Bi-Dimensional Space
2.4.1
Responses in Quadrant 1: Engaged Antisocial Responses
2.4.2
Responses in Quadrant 2: Engaged Prosocial Responses
2.4.3
Responses in Quadrant 3: Disengaged Antisocial Responses
2.4.4
Responses in Quadrant 4: Disengaged Prosocial Responses
2.5
Using the Bi-Dimensional Rejection Taxonomy to Frame Existing Research
2.5.1
Factors Predicting Engaged versus Disengaged Antisocial Responses (Figure @ref(fig:bidr-antisocial))
2.5.2
Factors Predicting Engaged versus Disengaged Prosocial Responses (Figure @ref(fig:bidr-prosocial))
2.6
Using the Bi-Dimensional Rejection Taxonomy to Inspire New and More Accurate Hypotheses
2.6.1
Spontaneous Reactions to Rejection
2.6.2
Neurophysiological Markers
2.6.3
Applying the Bi-Dimensional Rejection Taxonomy to Other Threats to Belonging
2.7
Conclusion
3
Current Dissertation
3.1
The Social Surrogacy Hypothesis: Purely Psychological Bonds that Fulfill Belonging
3.2
Parasocial relationships
3.2.1
Definition
3.2.2
Parasocial Relationships in Video Games
3.3
Social Worlds
3.3.1
Definition
3.3.2
Social Worlds in Video Games
3.4
Focusing on Solo Play
3.5
Focusing on Outcome, not Mechanism
3.6
Do Parasocial Relationships and Social Worlds Influence Each Other?
3.7
Current Dissertation
3.8
Open Science Statement
4
Study 1: Validating The Heart Manikin and The Rejection Manipulation
4.1
The Heart Manikin
4.2
Current Study
4.2.1
Convergent Validity
4.2.2
Discriminant validity
4.2.3
Scale’s Sensitivity to Social Rejection Manipulation
4.2.4
Test-Retest Reliability
4.2.5
Validating the Rejection Manipulation
4.2.6
General Analytic Strategy
4.3
Study 1a (RPR Data)
4.3.1
Participants
4.3.2
Procedure and Materials
4.3.3
Results
4.4
Study 1b (RAIv1)
4.4.1
Participants
4.4.2
Procedure and Materials
4.4.3
Results
4.5
Study 1c (ARv1)
4.5.1
Participants
4.5.2
Procedure and Materials
4.5.3
Results
4.6
Study 1d (EVv1)
4.6.1
Participants
4.6.2
Procedure and Materials
4.6.3
Results
4.7
Study 1e (NPSv2)
4.7.1
Procedure and Materials
4.7.2
Participants
4.7.3
Results
4.8
Deciding a Rejection Manipulation for Subsequent Studies
4.9
Discussion
5
Study 2: Can Recalling A Game with Social Surrogates Replenish Belonging?
5.1
Method
5.1.1
Sample Size Rationale
5.1.2
Participants
5.1.3
Procedure
5.1.4
Measures
5.1.5
Exclusion, Data Quality Check, and Stopping Rule
5.2
Results
5.2.1
Unplanned Analyses
5.3
Discussion
6
Study 3: Can Playing a Single-Player Video Game Replenish Belonging via Parasocial Relationships and Social Worlds?
6.1
Method
6.1.1
Sample Size Rationale
6.1.2
Participants
6.1.3
Procedure
6.1.4
Measures
6.1.5
Exclusion and Stopping Rule
6.1.6
Deviations from the Proposal
6.2
Results
6.2.1
Unplanned Analyses
6.3
Discussion
7
General Discussion
7.1
Impact on the Social Rejection and Video Games Literature
7.1.1
Heart Manikin as a Quick Measure of Belonging
7.1.2
Possible Explanations for the Null Results and Implications to Social Surrogacy Hypothesis
7.1.3
Implications to Video Game Studies
7.2
Possible Impact on Society
7.3
Constraints on Generality and Future Directions
7.3.1
Social Surrogates in Non-Rejected People
7.3.2
Negative Parasocial Relationships and Social Worlds
7.3.3
Another Type of Social Surrogacy: Reminders of Others
7.3.4
Character Identification
7.3.5
Multiplayer Gameplay
7.3.6
Mechanisms
7.4
Conclusion
References
Appendix
A
Detailed Description of the Measures included in Study 1
A.1
Study 1a: Mass Testing
A.2
Study 1b: RAIv1
A.3
Study 1c: ARv1
A.4
Study 1d: EVv1
A.5
Study 1e: NPSv2
B
Supplementary Figures and Analyses by Study
B.1
Study 1
B.1.1
Study 1a
B.1.2
Study 1b
B.1.3
Study 1c (ARv1)
B.1.4
Study 1d (EVv1)
B.1.5
Study 1e (NPSv2)
B.2
Study 2
B.2.1
Bivariate Scatter Plot Matrix
B.2.2
Main Analysis with Excluded Participants
B.2.3
Natural Language Processsing for Essays
B.2.4
Exit Questions
B.3
Study 3
C
Software Programs Used
D
Instituional Review Board Approval Letters
E
Permissions
Playing Alone, Feeling Connected: Do Single-Player Video Games with Social Surrogates Replenish Belonging After Social Rejection?
D
Instituional Review Board Approval Letters