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Can likes returned by peers within a day improve users’ depressive/manic levels in a massive multiplayer online game? A randomized controlled trial

Author

Listed:
  • Kenji Yokotani

    (Tokushima University)

  • Masanori Takano

    (CyberAgent, Inc.)

  • Nobuhito Abe

    (Kyoto University)

Abstract

Associations exist between avatars’ behaviors in massive multiplayer online games (MMOGs) and their users’ depressive/manic levels; however, these causal relationships remain unclear. Therefore, we designed a parallel-group superiority trial to examine the causal effects of an avatar’s “likes” on its user’s depressive/manic levels. In total, 416 users of Pigg Party, a popular MMOG in Japan, were recruited and randomly assigned to the morning, evening, all-day, and waitlist groups. The morning and evening groups were asked to send likes to their peers at least five times during a specific period (7:00 AM to 8:00 AM and 7:00 PM to 8:00 PM, respectively) for four weeks, and the all-day group was asked to send likes anytime during the day (12:00 AM to 11:59 PM). The waitlist group did not receive any interventions. Depression and manic levels were measured before and after the intervention using self-reported questionnaires. In the all-day group, after sending a like to a peer, the frequency of receiving a like back from that peer was slightly higher, and its frequency was significantly negatively correlated with the level of depression. These results suggest that the exchange of likes on the MMOG can reduce depression levels of its users.

Suggested Citation

  • Kenji Yokotani & Masanori Takano & Nobuhito Abe, 2024. "Can likes returned by peers within a day improve users’ depressive/manic levels in a massive multiplayer online game? A randomized controlled trial," Journal of Computational Social Science, Springer, vol. 7(3), pages 2333-2357, December.
  • Handle: RePEc:spr:jcsosc:v:7:y:2024:i:3:d:10.1007_s42001-024-00312-4
    DOI: 10.1007/s42001-024-00312-4
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    References listed on IDEAS

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    1. Nathan Wilkinson & Rebecca P. Ang & Dion H. Goh, 2008. "Online Video Game Therapy for Mental Health Concerns: A Review," International Journal of Social Psychiatry, , vol. 54(4), pages 370-382, July.
    2. Calvin Lam & Min-Huey Chung, 2021. "A Meta-Analysis of the Effect of Interpersonal and Social Rhythm Therapy on Symptom and Functioning Improvement in Patients with Bipolar Disorders," Applied Research in Quality of Life, Springer;International Society for Quality-of-Life Studies, vol. 16(1), pages 153-165, February.
    3. Kai-Jo Chiang & Jui-Chen Tsai & Doresses Liu & Chueh-Ho Lin & Huei-Ling Chiu & Kuei-Ru Chou, 2017. "Efficacy of cognitive-behavioral therapy in patients with bipolar disorder: A meta-analysis of randomized controlled trials," PLOS ONE, Public Library of Science, vol. 12(5), pages 1-19, May.
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