TY - JOUR
T1 - Video Game Use, Acceptance, and Relationship Experiences
T2 - A Moderated Actor-Partner Interdependence Model
AU - Norton, Aaron
AU - Brown, Cameron C.
AU - Falbo, Rachel
AU - Hogan, Bernie
N1 - Publisher Copyright:
© Copyright 2020, Mary Ann Liebert, Inc., publishers 2020.
PY - 2020/7
Y1 - 2020/7
N2 - With video game use widely accepted and practiced in a wide variety of households worldwide, it is important for researchers to understand links between video game use and romantic relational experiences. Although unexplored within gaming literature, previous research has indicated the importance of attitudes of acceptance or approval within the couple relationship with acceptance of a partner's specific behavior being linked to relational outcomes. Using dyadic data from 6,756 couples (n = 13,512) from 16 different countries, an actor-partner interdependence moderating model was employed to evaluate how acceptance of video game use moderated the link between video game use and dyadic adjustment, while controlling for mental health, relational characteristics, and other demographic variables. Results indicate that higher reports of individual video game use were linked with improved rates of partner dyadic adjustment. Furthermore, results indicated that partner-interaction effects for acceptance of video game use moderated the relationships between video game use and dyadic adjustment. This supports the importance of considering contextual factors when examining gaming use and its links with other constructs.
AB - With video game use widely accepted and practiced in a wide variety of households worldwide, it is important for researchers to understand links between video game use and romantic relational experiences. Although unexplored within gaming literature, previous research has indicated the importance of attitudes of acceptance or approval within the couple relationship with acceptance of a partner's specific behavior being linked to relational outcomes. Using dyadic data from 6,756 couples (n = 13,512) from 16 different countries, an actor-partner interdependence moderating model was employed to evaluate how acceptance of video game use moderated the link between video game use and dyadic adjustment, while controlling for mental health, relational characteristics, and other demographic variables. Results indicate that higher reports of individual video game use were linked with improved rates of partner dyadic adjustment. Furthermore, results indicated that partner-interaction effects for acceptance of video game use moderated the relationships between video game use and dyadic adjustment. This supports the importance of considering contextual factors when examining gaming use and its links with other constructs.
KW - acceptance
KW - couples
KW - video games
UR - http://www.scopus.com/inward/record.url?scp=85088264052&partnerID=8YFLogxK
U2 - 10.1089/cyber.2019.0258
DO - 10.1089/cyber.2019.0258
M3 - Article
C2 - 32364759
AN - SCOPUS:85088264052
SN - 2152-2715
VL - 23
SP - 453
EP - 458
JO - Cyberpsychology, Behavior, and Social Networking
JF - Cyberpsychology, Behavior, and Social Networking
IS - 7
ER -