Abstract

This study examines the differential effects of social and individualistic motivations to play massively multiplayer online (MMO) games on feelings of general social support and tolerance (i.e., bridging social capital). Survey data collected from players of the popular MMO World of Warcraft (n = 147) were used to construct a structural equation model to assess the effects of various user motivations, behaviors, and demographic characteristics on self-reported bridging social capital. Results indicate that motivations to socialize and form relationships with other players have positive direct and indirect effects on bridging social capital, while individualistic motivations do not significantly influence the outcome variable. Additionally, the results reveal several demographic differences by age, sex, and number of online friends. Findings provide support for the “rich get richer” hypothesis (Kraut et al., 2002), suggesting that players with pre-established social networks and strong social skills are more likely to benefit from involvement in interactive online platforms. Limitations are discussed and directions for future research are proposed.

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