Evidence map›Paper›PMID 41013643›Full record

ArticleBMC psychology2025

Unveiling the nexus of the relationship between multiplayer digital game-playing experience and workplace loneliness: a moderated serial mediation analysis.

Ali E Akgün, Halit Keskin, Emel Esen, Zeynep Aksoy

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Article in BMC psychology, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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1 · What the graph read from it

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2 · The registry

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4 · The record

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5 · Who and what money

Authors and funding

4 authors.

Ali E AkgünFaculty of Economics and Administrative Sciences, Department of Management, Yildiz Technical University, Istanbul, Türkiye.
Halit KeskinFaculty of Economics and Administrative Sciences, Department of Management, Yildiz Technical University, Istanbul, Türkiye. hkeskin@yildiz.edu.tr.
Emel EsenFaculty of Economics and Administrative Sciences, Department of Management, Yildiz Technical University, Istanbul, Türkiye.
Zeynep AksoyFaculty of Economics and Administrative Sciences, Department of Management, Yildiz Technical University, Istanbul, Türkiye.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundThe role of individuals' solo digital game-playing experience in influencing their feelings of loneliness is an important research area that has received considerable attention from researchers. However, we still know less about how the digital game-playing experience, in general, and the multiplayer digital game-playing experience, in particular, influence employees' loneliness in the workplace. In addition, although there are limited studies investigating the link between digital game playing and loneliness, the literature presents conflicting arguments and findings. Researchers have omitted various intervening psychological factors, such as boosting behavior and escapism motivation, as well as task characteristics, including task routineness, from the relationship between the multiplayer digital game-playing experience and loneliness.

methodThis study involved 120 employees from both service and manufacturing industries, representing a diverse range of ages, genders, and professional experiences, who participated in multiplayer digital gaming at work. Participants completed a self-report questionnaire measuring their multiplayer gaming experience, boosting behavior, feelings of workplace loneliness, self-expansion escapism, and the routine nature of their tasks. We employed a PLS-SEM approach using SmartPLS 4.0 to examine the relationships among these variables.

resultsOur study did not uncover a direct relationship between the experience of playing multiplayer digital games and feelings of loneliness. Instead, our findings revealed a significant serial mediation effect in the relationship between multiplayer digital game-playing experience and workplace loneliness, mediated explicitly through the enhancement of boosting behavior and self-expansion escapism. Our analysis indicated that (i) there exists a positive relationship between the experience of multiplayer digital game-playing and boosting behavior; (ii) boosting behavior is positively correlated with self-expansion escapism. Furthermore, we identified that self-expansion exhibits a negative relationship with workplace loneliness. Additionally, we observed that higher task routineness significantly attenuated the serial mediating relationship identified in our analysis.

conclusionThis study enhances the theoretical understanding of the importance of digital game play at work and offers practical implications for designing digital game activities to improve social relationships and reduce employee loneliness.

Indexed as

LonelinessVideo GamesWorkplaceAdultFemaleHumansMaleMediation AnalysisMiddle AgedMotivationSurveys and QuestionnairesYoung AdultBoosting behaviorLonelinessMultiplayer digital game-playing experienceSelf-expansion escapismTask routineness

Identifiers

PMID41013643
PMCPMC12465611

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LicenceCC BY-NC-ND
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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.