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Computers in Human Behavior 79 (2018) 105e110

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Computers in Human Behavior


journal homepage: www.elsevier.com/locate/comphumbeh

Full length article

Online gaming, loneliness and friendships among adolescents and


adults with ASD
Martin Sundberg, B.A.
€tvo
Eo nd University, Faculty of Psychology and Education, Izabella Street 46, 1066, Budapest, Hungary
€s Lora

a r t i c l e i n f o a b s t r a c t

Article history: Adolescents and adults with Autism Spectrum Disorder (ASD) are prone to experience poor friendships
Received 24 June 2016 and loneliness. This group has also shown a particular interest for screen-based media and computer-
Received in revised form games. Online multiplayer games have shown to promote social interaction and friendship building
12 August 2017
among the general population, however, no study has yet investigated these possibilities for persons
Accepted 15 October 2017
Available online 1 November 2017
with ASD. The current study aims to investigate the possible links between online gaming, loneliness and
friendships in a sample of 85 adolescents and adults with ASD and a control group of 71 participants.
Data was gathered through self-reported questionnaires. Results indicated that within the ASD sample,
Keywords:
Autism spectrum disorder
persons who play online games have more friends than those who do not. Motives to play online games
Friendship quality differed between the ASD sample and the control group. Additionally, low to moderate use of online
Loneliness games was linked with less loneliness experienced among participants with ASD. However, friendship
Motives quality and having a best or close friend were not linked with online gaming. The results provide the first
Online multiplayer games findings for connections between online gaming, loneliness and friendships among individuals with ASD.
It also provides evidence for future studies to further investigate the possible casual effects between
online gaming, loneliness and friendship among individuals with ASD.
© 2017 Elsevier Ltd. All rights reserved.

1. Introduction et al., 2010), lower interest for friendships (Baron-Cohen &


Wheelwright, 2003) and significantly more loneliness (e.g.
Autism Spectrum Disorder (ASD) is a developmental disorder in Bauminger & Kasari, 2000; Lasgaard, Nielsen, Eriksen, & Goossens,
which previously used disorders, such as Autistic disorder, Asper- 2009; Locke et al., 2010) compared to typically developed
ger's disorder and Childhood Disintegrative disorder are included individuals.
(American Psychiatric Association, 2013). The disorder is charac- Screen-based media has previously been suggested as a possible
terized by 1) impairment in social communication and social tool for socialization among individuals with ASD (Brownlow &
interaction, and 2) restricted and repetitive behaviors, interests or O'Dell, 2006; Penny Benford, 2009), especially since this group
activities. The social impairments in individuals with Autism has shown a specific interest for screen-based technology (e.g.
Spectrum Disorder include deficits such as misreading non-verbal Mazurek & Engelhardt, 2013; Mazurek, Shattuck, Wagner, &
cues, responding inappropriately in conversations or having diffi- Cooper, 2012; Orsmond & Kuo, 2011). A recent report (Lenhart,
culties in building and maintaining friendships (American Smith, Anderson, Duggan, & Perrin, 2015) indicated that the
Psychiatric Association, 2013). These impairments can lead people internet may be a great tool for building new friendships and
with ASD to be rejected by peers and experience social isolation maintaining already existing ones for the general population,
(Orsmond, Shattuck, Cooper, Sterzing, & Anderson, 2013). Studies mainly through social media and online games. Previous research
have previously shown that individuals with ASD tend to experi- has shown that adults with ASD who use social networking sites
ence significantly poorer friendship quality (Bauminger & Kasari, (SNS) such as Facebook and MySpace are likely to do it for social
2000; Kasari, Locke, Gulsrud, & Rotheram-Fuller, 2010; Locke, Ish- connection and additionally also have more close friends than non-
ijima, Kasari, & London, 2010) lower friendship quantity (Kasari users (Mazurek, 2013). Plenty of studies have also shown positive
links between online gaming and friendships among the general
population (e.g. Domahidi, Festl, & Quandt; Reer & Kra €mer, 2014;
Schiano, Nardi, Debeauvais, Ducheneaut, & Yee, 2011). However,
E-mail address: martinsundberg_@hotmail.com.

https://doi.org/10.1016/j.chb.2017.10.020
0747-5632/© 2017 Elsevier Ltd. All rights reserved.
106 M. Sundberg / Computers in Human Behavior 79 (2018) 105e110

no study has so far investigated if similar connections may also some videogames.
exist among individuals diagnosed with ASD. In a minor pilot study (Frank, Pappas, & Tarshis, 2013) the re-
searchers used, together with group-exercises, the online computer
1.1. Previous findings of online games effects on socialization and game Minecraft™ as an intervention-tool for social interaction,
friendships communication and cooperation among a group of children with
social impairments (e.g. autism & social anxiety disorder). The
As more and more people gain access to the internet, a signifi- participants' core social problematic behaviors were assessed prior
cant increase has also been seen in the number of people who play to and after the intervention with the Eyberg Childhood Behavior
computer and video games online (Spilgames, 2013). In difference Inventory (ECBI). Results indicated an increase in social skills in
to offline gaming, online games can offer a multiplayer environ- seven out of eight children. The previous literature presented above
ment in which interaction among players is encouraged indicate that online games can be a channel for socialization and
(Ducheneaut & Moore, 2004). additionally also function as a mean to develop new friendships
Multiple studies have indicated that there might be several and increase closeness in already existing ones among the general
possible social gains for online gamers, such as increased feelings of population. Even though there might be undiscovered connections
connectedness to friends (Lenhart et al., 2015), decreased feelings between online gaming and friendships among individuals with
of loneliness (Martoncik & Loksa, 2016), increased bonding social ASD, no study has yet further explored these possibilities.
capital between players (Trepte, Reinecke, & Juechems, 2012;
Zhong, 2011), and increased bridging social capital between 1.2. The present study
players (Meng, Williams, & Shen, 2015; Zhong, 2011). Bonding so-
cial capital can be defined as creating and maintaining interper- The purpose of this study is to provide the first empirical
sonal connections with individuals within the same group, whereas investigation of online gaming's connection to friendships and
bridging social capital refers to creating and maintaining links with loneliness among teenagers and adults with ASD. This study aims to
individuals from an outgroup (Putnam, 2001). In a large interna- 1) investigate the possible links between motives for online
tional study with 912 online gamers from 45 different countries, gaming, time spent on online gaming, quality and quantity of
Cole and Griffiths (2007) found that a 76.2% of the males and 74.7% friendships and loneliness. 2) Clarify potential differences in mo-
of the females had met at least one good friend through an online tives for online gaming in teenagers and adults with ASD compared
game. Additionally, 39.3% of the players indicated that they can to a control group. Based on previous studies it is hypothesized that
discuss sensitive topics with online gaming friends which they participants with ASD will have fewer friends (Kasari et al., 2010),
would not discuss with friends in real life. In a recent study (Lenhart lower quality friendships (Bauminger & Kasari, 2000; Kasari et al.,
et al., 2015) teenagers (13e17 years old) were questioned about 2010; Locke et al., 2010), and experience higher levels of loneliness
their online gaming habits. The results demonstrated that online (e.g. Bauminger & Kasari, 2000; Lasgaard et al., 2009; Locke et al.,
gaming occurs both with already existing friends from real life, and 2010) than the control group.
new online friends. Seventy-nine percent of the online gamers Although differences in loneliness and friendships exist be-
indicated that playing games online with already existing friends tween people with ASD and those without the diagnosis, the
increases their feelings of closeness in the relationships. Addi- mechanisms of online gaming and friendships can be similar in
tionally, 52% of the online-gaming teens answered that the games these groups. Plenty of studies have shown positive links between
make them feel closer to new gamers online which they do not online gaming and friendships among the general population (e.g.
know from before. Domahidi, Festl, and Quandt (2014) found that Domahidi, Festl, & Quandt; Reer & Kr€ amer, 2014; Schiano et al.,
even if online-gamers do not have more friends than offline- 2011), therefore it can be hypothesized that people with ASD who
gamers and non-gamers, they are more likely to exclusively meet play online games have more friends, higher quality friendships
new friends online. Massive multiplayer online role-playing games and experience lower levels of loneliness than people with ASD
(MMORPGs), such as the online game World Of Warcraft ™ (WOW), who do not play online games.
have been reported to enhance real-life interaction as individuals in
this game can meet people who has the same interest, therefore,
they can become friends and they can meet not only online, but in 2. Methods
the real world as well. Moreover, gamers often play MMORPGs with
their real life friends, coworkers, partners, and family member, 2.1. Participants
therefore, these real life relationships can become stronger as a
result of this joint activity (Schiano et al., 2011). MMORPGs also The sample consisted of one hundred and fifty-one Swedish
function as an environment in which players may experience less participants, of which 86 (56.95%) were females. The age of the
social anxiety and loneliness compared to the real world. Online participants ranged between 14 and 69 years old (M ¼ 26.68 years,
environment provides anxious players with a space, in which they SD ¼ 10.78). Fourteen participants (8.5%) indicated that they were
can experience acceptance and high-quality relationships. This under 14 years old and hence were not allowed to participate in the
experience satisfies their need to belong; moreover, they may feel study. Eighty-five (56.3%) participants indicated that they had been
less lonely due to the communication with other players, which in clinically diagnosed with either ASD or autism. However, no proof
turn, improves their social well-being (Marton cik & Loksa, 2016). of diagnosis was required from the participants. Seventy-two
No studies have so far investigated online games as a tool for (47.7%) participants indicated secondary school as their highest
friendship building in an ASD sample. However, a few reports have completed education, forty (26.5%) had completed a university
explored possible social aspects of gaming among individuals with degree and thirty-nine (25.8%) had primary school as highest
ASD. A recent qualitative study with 58 adults diagnosed with ASD achieved education. Further characteristics of the participants can
(Mazurek, Engelhardt, & Clark, 2015) indicated that about one out be seen in Table 1.
of five participants played videogames for social connection.
However, some also described their gaming as compulsive and 2.2. Procedure
were concerned about negative social interactions in online games,
the amount of violence in the games and the addictive qualities of The study was completed through self-reported online
M. Sundberg / Computers in Human Behavior 79 (2018) 105e110 107

Table 1
Characteristics of the participants and descriptive statistics of the used scales.

ASD (N ¼ 85) Control (N ¼ 66)

Gamers Non-gamers Gamers Non-gamers


(n ¼ 74) (n ¼ 11) (n ¼ 47) (n ¼ 19)

N of women (%) 28 (37.8%) 8 (72.7%) 19 (40.4%) 13 (68.4%)


Mean age (SD) 28.64 (11.28) 30.09 (12.47) 27.15 (8.72) 31.84 (12.39)
Age range 14e60 15e59 15e48 17e69
MOGQ a 0.89 ▫ 0.94 ▫
MOGQ Mean (SD) 79.04 (17.24) ▫ 73.72 (21.87) ▫
ULS-8 a 0.84 0.85 0.85 0.78
ULS-8 Mean (SD) 20.03 (4.15) 20.82 (4.64) 16.70 (3.93) 16.37 (2.61)
URCS a 0.91 0.79 0.93 0.91
URCS Mean (SD) 63.14 (14.27) 54.17 (9.00) 66.79 (13.03) 71.00 (10.32)

Note. SD ¼ standard deviation.

questionnaires. To recruit participants with an autism or ASD di- (e.g. “because I can do things that I am unable to do or I am not
agnose, the study was posted on different Swedish Facebook allowed to do in real life), and recreation (e.g. “because it is enter-
groups for people with autism and ASD. An email was also taining”). The scale has previously shown good reliability in terms
distributed to persons on an email list of the Autism and Asperger of internal consistency (Demetrovics et al., 2011).
Association in Skåne. To recruit a control group, the questionnaire UCLA Loneliness scale (ULS-8). The original UCLA Loneliness
was sent out to students at Malmo € University in Sweden. Addi- scale was developed by Russell, Peplau & Furgesson in 1978 and
tionally, the study was advertised in different Facebook groups with aims to be a short and reliable self-reported measurement of
members with diverse ages and educational levels. loneliness. The scale used in this study is a shorter version of the
After the participants had received information about the study original UCLA LS, developed by Hays & DiMatteo, 1987. This ques-
they indicated their age and agree to the informed consent form. tionnaire includes questions such as “I feel left out” and “I lack
For participants between 14 and 18 years old, both of the parents companionship” which are indicated on a 4-point Likert scale
had to give permission for their child to participate in the study. ranging from “Never” to “Always”. The scale has previously shown
Before starting to fill out the questionnaire all participants had to high internal consistency (e.g. Hays & DiMatteo, 1987; Wu & Yao,
indicate themselves if they ever had been diagnosed with Autism or 2008).
ASD. The first questions in the questionnaire concerned de- Unidimensional Relationship Closeness Scale (URCS). The
mographic variables such as age, gender and highest educational URCS was developed by Dibble et al., 2012 and measures closeness
level completed. After this, the participants indicated average in different kinds of relationships, including friendships. The URCS
number of hours per day they spend on online gaming. Those who consists of twelve questions in total. When filling out the ques-
indicated that they play online games received a question regarding tionnaire the participant is instructed to think about the closeness
which games and then filled out the Motives for Online Gaming of a certain relationship. In the current study only the participants
Questionnaire (Demetrovics et al., 2011). In the second part of the who indicated that they have a close friend filled out the URCS, and
study participants filled out the short version of the UCLA Loneli- were asked to think about this relationship when answering the
ness scale (ULS-8 Hays & DiMatteo, 1987). In the last part, par- questions. The questionnaire included questions such as “my rela-
ticipants were first asked “how many friends do you have right now? tionship with my friend is close” and “my friend is a priority in my life”.
(People that you spend time with)” to assess perceived quantity of The answers were indicated on a 7 point Likert scale ranging from
friendships. The participants were then asked if they have a close “strongly disagree” to “strongly agree”. The scale has previously
friend which is not a family member. Perceived quality of the shown to be reliable for measuring perceived closeness in specific
friendship for those who indicated that they have a close or best friendships (Mazurek, 2013).
friend was assessed with the Unidimensional Relationship Close-
ness Scale (URCS Dibble, Levine, & Park, 2012). The ethical 2.4. Statistical analysis
permission for the study was given by the Research Ethics Com-
mittee of the Faculty of Education and Psychology at the Eo €tvo
€s The analysis was performed with SPSS version 22 software.
Lorand University, Budapest, Hungary. When data were normally distributed, t-tests and one-way analysis
of variance (ANOVA) were chosen to analyze the data. For non-
normally distributed data, Mann-Whitney U tests were used. The
2.3. Measures tests were carried out separately for the ASD participants group and
the control group. Due to the amount of t-tests carried out in the
Motives for Online gaming Questionnaire (MOGQ). This scale, study, the Bonferroni correction was conducted to minimize type 1
developed by Demetrovics and colleagues in 2011, aims to measure error. The p-value 0.004 was used for Bonferroni corrected
different underlying motives for a person to play an online game. threshold for significant difference for these comparisons. Chi-
The participants indicate their answers on a 5-point Likert ranging square-tests were performed to investigate possible differences in
from 1 ¼ “Almost never/never” to 5 ¼ “Almost always/always”. The having a close or best friend and finding a friend through an online
scale consists of totally 27 items which all begin with “I play online game between the control group and ASD group. A five factor one-
games …”. It includes the following seven motivational subscales; way ANOVA was used in order to assess the potential in loneliness
social (e.g. “because I can get to know new people”), escape (e.g. based on hours spent on online gaming per day. Lastly, one-way
“because gaming helps me to forget about my daily hassles”), analyses of covariance (ANCOVA) were conducted to determine
competition (e.g. “because I enjoy competing with others”), coping significant differences between variables while controlling for po-
(e.g. “because gaming helps me to get into a better mood”), skill tential confounders (i.e. hours spent on online gaming, and number
development (e.g. “because gaming sharpens my senses”), fantasy of friendships).
108 M. Sundberg / Computers in Human Behavior 79 (2018) 105e110

3. Results 3.5. Online gaming and friendships

Cronbach's alpha was carried out in order to check the internal The results from an independent samples t-test t(67) ¼ 3.651,
consistency of the scales used. All scales in the present study p ¼ 0.001 indicated that participants with ASD who play online
showed high internal consistency in all groups (see Table 1). games (M ¼ 6.46, SD ¼ 9.00) have significantly more friends than
those who do not (M ¼ 1.91, SD ¼ 2.17). When comparing the same
3.1. Online gaming patterns for online-gamers (M ¼ 10.48, SD ¼ 9.10) and non-gamers
(M ¼ 8.38, SD ¼ 4.50) within the control group, no significant
An independent samples t-test t(137.63) ¼ 3.32, p ¼ 0.001, differences were found t(53) ¼ 1.201, p ¼ 0.235).
revealed that participants diagnosed with ASD (M ¼ 3.19, SD ¼ 1.24) Almost forty-one percent (40.5%) of the participants with ASD
play significantly more than the control group (M ¼ 2.50, and 34.8% of the control group indicate that they had met a close
SD ¼ 1.28). As for the MOGQ, participants with ASD (M ¼ 13.08, friend through an online game. A chi-square test of independence
SD ¼ 5.16) showed significantly higher tendencies to play online revealed no significant differences between the groups (c2
games in order to escape the reality than the control group (1) ¼ 0.003, p ¼ 0.955). As for perceived closeness in the friendships
(M ¼ 10.19, SD ¼ 5.13); t(119) ¼ 3.01, p ¼ 0.003. No significant among participants with ASD, a Mann-Whitney U test showed no
differences between the groups were found for the skill develop- significant differences between gamers (Mdn ¼ 68) and non-
ment (p ¼ 0.052), fantasy (p ¼ 0.008), competition (p ¼ 0.023), gamers (Mdn ¼ 56), U ¼ 76, p ¼ 0.055. The control group did not
social (p ¼ 0.282), coping (p ¼ 0.059) and recreation (p ¼ 0.056) show any significant results either in perceived closeness in
subscales. friendships between gamers (Mdn ¼ 69) and non-gamers
(Mdn ¼ 56), U ¼ 289, p ¼ 0.290.
3.2. Loneliness
4. Discussion
When assessing the differences between the groups on the USL-
8, participants with ASD (M ¼ 20.13, SD ¼ 4.20) were found to score Autism Spectrum Disorder (ASD) is characterized by 1) impair-
significantly higher than the control group (M ¼ 16.61, SD ¼ 3.58); ment in social communication and social interaction, and 2)
t(149) ¼ 5.45, p < 0.001. A one-way ANCOVA (F(1, 148) ¼ 24.73, restricted and repetitive behaviors, interests or activities.
p < 0.001, h2p ¼ 0.143) indicated that differences in loneliness be- (American Psychiatric Association, 2013). Previous studies have
tween participants with ASD and the control group remained sig- shown that persons with ASD experience more loneliness (e.g.
nificant when controlling for hours spent on online gaming. Bauminger & Kasari, 2000; Lasgaard et al., 2009; Locke et al., 2010)
and poorer friendships (e.g. Kasari et al., 2010; Locke et al., 2010)
3.3. Friendships than the general population. At the same time individuals with ASD
have shown to have a high interest in screen-based media (e.g.
When asking how many friends a participant has (people that Mazurek & Engelhardt, 2013; Mazurek, Shattuck, Wagner, &
you spend time with), a Mann-Whitney U test indicated that the Cooper, 2012; Orsmond & Kuo, 2011), which can possibly work as a
control group (Mdn ¼ 5) had significantly more friends compared tool to build new friendships through internet and online games
to the participants with ASD (Mdn ¼ 1), U ¼ 1452, p ¼ <0.001. To (Lenhart et al., 2015).
examine differences between the groups in whether participants In both the ASD group and the control group the great majority
had a close or best friend (which is not a part of the family), a chi- indicted that they play online games. It was however found that
square test of independence was performed. A significant interac- participants with ASD spend significantly more time on online
tion was found (c2 (1) ¼ 9.10, p ¼ 0.003), in which participants gaming than the control group. This is consistent with previous
diagnosed with ASD were shown to be less likely to have a close or studies which have shown a higher use of computer- and video-
best friend (64.7%) than the control group (86.4%). When assessing games among people with ASD (Mazurek & Engelhardt, 2013;
quality of the friendships with a close or best friends, a Mann- Mazurek & Wenstrup, 2012). When assessing the reasons to play
Whitney U test showed that participants with ASD (Mdn ¼ 66) online games, the participants with ASD were significantly more
have significantly lower perceived closeness in their friendships likely to play in order to escape reality. However, there were no
than the control group (Mdn ¼ 69), U ¼ 1182, p ¼ 0.025. significant differences in the other motives between the partici-
pants with and without ASD.
3.4. Online gaming and loneliness
4.1. Loneliness, friendships and online gaming
To assess the links between hours of online gaming per day and
experienced loneliness a one-way ANOVA (F(4, 79) ¼ 2.564, As hypothesized based on previous research (e.g. Bauminger &
p ¼ 0.033, h2p ¼ 0.140) was performed. A Tukey post-hoc test Kasari, 2000; Lasgaard et al., 2009; Locke et al., 2010), partici-
revealed that participants with ASD who play online games less pants with ASD showed significantly higher levels of perceived
than 1 h a day (M ¼ 15.89, SD ¼ 1.24) experience significantly less loneliness than the control group. The connections between online
loneliness than those who play 2e3 h a day (M ¼ 20.57 SD ¼ 4.75, gaming and loneliness in the ASD group revealed that participants
p ¼ 0.049) and 3e5 h a day (M ¼ 21.67 SD ¼ 3.13, p ¼ 0.013), but not who play online games less than 1 h a day experienced less lone-
those who never play (p ¼ 0.081), those who play 1e2 h a day liness than most of the other groups. Their perceived loneliness
(p ¼ 0.183) or those who play more than 5 h a day (p ¼ 0.128). score was significantly lower than those who play 2e3 h a day and
A one-way ANCOVA (F(5, 76) ¼ 3.02, p ¼ .015, h2p ¼ 0.166) 3e5 h a day but not those who never play and participants playing
indicated that differences in loneliness based on hours spent on more than 5 h a day. A possible reason for this, even if not explored
online gaming remained significant when controlling for number of yet by previous research, could be that participants who manage to
friendships. When assessing the same links within the control keep their online gaming at a low or moderate level can benefit
group, a one-way ANOVA (F(5, 60) ¼ 0.340, p ¼ 0.887, h2p ¼ 0.028) both from real life friendships but also participate in social in-
indicated no significant differences in scores on the ULS-8 based on teractions online. On the other hand, those who play more than 5 h
hours of online gaming per day. a day might have limited real life interaction but are able to build
M. Sundberg / Computers in Human Behavior 79 (2018) 105e110 109

closer friendships online due to larger amount of time spent 4.3. Conclusions and future directions
interacting with other players. However, studies are needed in or-
der to investigate these possibilities and also to clarify the non- The present study is the first to investigate and provide scientific
significant differences between non-players and moderate players. evidence for relationships between online gaming, loneliness and
As for friendships, the hypotheses that individuals with ASD friendships among individuals diagnosed with ASD. The results
have less friends and experience lower perceived closeness in indicate that online games may be a platform where individuals
friendships were both supported. These results are in line with with ASD can build new friendships and sustain existing ones. The
previous literature (Bauminger & Kasari, 2000; Locke et al., 2010). study also suggests that persons with ASD who spend moderate
Additionally, participants with ASD were also less likely to have a amount of time playing online games may experience decreased
close or best friend. feelings of loneliness. However, no casual inferences can be drawn
One of the major findings of the present study was that in- from the study due to the cross-sectional nature.
dividuals with ASD who play online games have significantly more For clinical implications, the study's results suggest a possible
friends than those who do not play. No links between online implementation of online games as a social skills training tool
gaming and number of friends were found in the control group. among individuals with ASD. However, due to the above mentioned
Having a close or best friend was not connected to whether a limitations of the study, results must be taken with caution and
person play online games or not in any of the groups. It has pre- further research is needed to explore these possibilities.
viously been shown by Mazureks in 2013, that participants with
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