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Jean_Devenny_dissertation.pdf (616.63 KB)
ETD Abstract Container
Abstract Header
Does Personality Moderate the Relationship Between Video Gaming and Quality of Life?
Author Info
Devenny, Jean M
Permalink:
http://rave.ohiolink.edu/etdc/view?acc_num=antioch1534976597585047
Abstract Details
Year and Degree
2018, Psy. D., Antioch University, Antioch New England: Clinical Psychology.
Abstract
Video game research has expanded greatly in recent decades, fueled partly by concerns that video game content affects real-word behaviors and experiences. Despite the preponderance of research on the effects of video game content on various outcomes, there are still areas left to be explored. For example, while the American Psychological Association has concluded that violent video game content serves as a risk factor for real-life aggression, the association has also recommended the pursuit of additional research on alternative variables that may influence the relationship between video game content and outcomes (APA Task Force on Violent Media, 2015). The present study was designed to explore whether personality dimensions have a moderating effect on the relationship between video game content and quality of life (QoL). Video game content was measured using content descriptors (i.e., content warnings) assigned to a participant-reported game by the Entertainment Software Rating Board (ESRB). QoL was measured using the World Health Organization’s Quality of Life-Brief measure, and personality was assessed using the International Personality Item Pool Representation of the Revised Neuroticism-Extraversion-Openness Personality Inventory. Based on existing research support for four personality dimensions as potential moderator variables, it was hypothesized that conscientiousness, extraversion, agreeableness, and neuroticism would moderate the relationship between video game content and QoL. Moderated multiple regression analyses were conducted to test this hypothesis. Results found significant main effects between personality dimensions and QoL but failed to find significant effects of video game content, including violent content, on QoL scores. In addition, the study’s hypothesis, that personality dimensions moderate the relationship between video game content and QoL, was not supported. Study limitations, implications for clinicians, and directions for future research are discussed.
Committee
George Tremblay, PhD (Committee Chair)
Jim Graves, PhD (Committee Member)
David Junno, PsyD (Committee Member)
Pages
58 p.
Subject Headings
Clinical Psychology
;
Psychology
Keywords
video game
;
computer game
;
quality of life
;
personality
;
conscientiousness
;
extraversion
;
neuroticism
;
agreeableness
;
moderator variable
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Citations
Devenny, J. M. (2018).
Does Personality Moderate the Relationship Between Video Gaming and Quality of Life?
[Doctoral dissertation, Antioch University]. OhioLINK Electronic Theses and Dissertations Center. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1534976597585047
APA Style (7th edition)
Devenny, Jean.
Does Personality Moderate the Relationship Between Video Gaming and Quality of Life?
2018. Antioch University, Doctoral dissertation.
OhioLINK Electronic Theses and Dissertations Center
, http://rave.ohiolink.edu/etdc/view?acc_num=antioch1534976597585047.
MLA Style (8th edition)
Devenny, Jean. "Does Personality Moderate the Relationship Between Video Gaming and Quality of Life?" Doctoral dissertation, Antioch University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1534976597585047
Chicago Manual of Style (17th edition)
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Document number:
antioch1534976597585047
Download Count:
2,238
Copyright Info
© 2018, all rights reserved.
This open access ETD is published by Antioch University and OhioLINK.