ArticlePloS one2026
Social marginalization risk and its negative association with socialising preferences in Japanese gamers.
Article in PloS one, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
0 citing papers in PubMed.
No citing paper in PubMed yet.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
For people with a high risk of social withdrawal, such as Japanese "hikikomori" or NEET, socialising with others can be demanding. For some, however, an alternative to direct real-world socialisation comes in the form of videogames. Past research suggests that videogames could help by providing opportunities for virtual social interaction and relational wellbeing management. But would those with a high risk of social marginalization also withdraw from social interaction in games? Past research entertains both possibilities: individuals may avoid socialising in-game as they do offline, but the anonymity of online gaming could afford safer opportunities for social interaction. To better understand the potential of game-based interventions for audiences at high risk of social withdrawal, we investigated gaming preferences of Japanese players (N = 587) with varying levels of NEET-Hikikomori risk. We hypothesized that higher withdrawal risk, measured by the NHR Scale, could either positively or negatively relate to player socialisation and cooperation, as measured by the HEXAD and Game Traits scales. After accounting for age, gender and extraversion, results showed that higher NHR score was associated with lower HEXAD Socialiser, lower HEXAD Philanthropist and lower Game Traits Social orientation scores, suggesting a negative association between NEET-Hikikomori risk and player traits related to socialisation. Furthermore, exploratory analysis showed that a higher NHR score was associated with lower scores in HEXAD Achiever and Game Traits Challenges orientation, suggesting NEET-Hikikomori risk has a negative correlation with challenges and achievement-related gameplay. These findings demonstrate how understanding specific gamer personality types is essential for designing experiences that can act as bridges towards more socialisation, while avoiding the risk of worsening players' conditions through misaligned design.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
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.