Abstract

Based on previous research and theory, six hypotheses were tested concerning relations of geek culture engagement to grandiose narcissism and self-esteem. A sample of 203 undergraduates completed a questionnaire assessing narcissism with the NARQ (Back et al. Journal of Personality and Social Psychology, 105, 1013–1037, 2013), self-esteem with the Rosenberg Self-Esteem Scale (Rosenberg 1965), and status and inclusion with the scales of Mahadevan et al. (Journal of Personality and Social Psychology, 116, 444–466, 2019). Measures of geek identity, geek activity, and video gaming also were included. In the main analyses, without or with statistical control for age, gender, and international student status, correlation and sequential multiple regression showed that higher narcissism was associated with greater geek identity, geek activity, video gaming, and their composite. Self-esteem, status, and inclusion showed no relation to the four geek measures with or without demographic statistical control. Consequently, H1 of the present study that higher narcissism is associated with greater attraction to geek culture was strongly supported. H2 that higher self-esteem is associated with attraction to geek culture gained no support. Expected relations of status and inclusion to narcissism and self-esteem were not found, offering no support for H3 or H4. H5 and H6 that status and inclusion can account for some variance in the geek criteria accounted for by narcissism and self-esteem were not supported. Results bolster support for the Great Fantasy Migration hypothesis which holds that when faced with the perception of dire economic circumstances and prospects, narcissists tend to turn to the realms of fantasy and virtual reality in attempting to satisfy their desires for social status and recognition.

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