A number of studies support the refinement of various types of social support into 2 primary dimensions: emotional support and instrumental support. There is increasing recognition of benefits aligned with giving as well as receiving social support, yet there has been no single measure published that incorporates all of these elements. This study presents the development of the 2-Way Social Support Scale (2-Way SSS) using community samples (n = 372; n = 417) and provides evidence for the scales’ factor structure, reliability, and validity. The 2-Way SSS concurrently appraises 4 principal dimensions: (a) giving emotional support, (b) giving instrumental support, (c) receiving emotional support, and (d) receiving instrumental support. The completeness of the scale, combined with the generic quality of the items, enhances its utility across a diversity of contexts. Importantly, this scale provides a measurement tool that will enable the comparison of social support research outcomes across studies and populations.
28 November 2001 in Journal of Community Psychology
Previous research examining players of massively multiplayer online games (MMOGs) suggests that players form meaningful relationships with each other. Other research indicates that people may derive social support from online sources, and this social support has been associated with greater well-being. This study used an online survey of players (N = 206) of the MMOG World of Warcraft (WoW) to examine if social support can be derived from MMOGs and to examine its relationship with negative psychological symptoms. Players of WoW were found to derive social support from playing and a positive relationship was found between game engagement and levels of in-game social support. Higher levels of in-game social support were associated with fewer negative psychological symptoms, although this effect was not maintained after accounting for social support derived from the offline sources. Additionally, a small subsample of players (n = 21) who played for 44 to 82 hours per week (M = 63.33) was identified. These players had significantly lower levels of offline social support and higher levels of negative symptoms compared to the rest of the sample. This study provides evidence that social support can be derived from MMOGs and the associated potential to promote well-being but also highlights the potential harm from spending excessive hours playing.
28 November 2001 in Journal of Community Psychology