A narrative synthesis methodology was employed, whilst validated tools appraised risk of bias and study quality.Ĭonclusions: A significant positive relationship between playing MMOs and social well-being was concluded, irrespective of one's age and/or their casual or immersed gaming patterns. Results: Three databases identified 18 relevant English language studies, 13 quantitative, 4 qualitative and 1 mixed method published between January 2012 and August 2020. Methods: To address this deficit, employing PRISMA guidelines, this systematic review aimed to summarize empirical evidence regarding a range of interpersonal and intrapersonal MMO well-being outcomes for those older than 13. Interestingly, the adverse effects of MMOs have attracted significant attention compared to their potential benefits. Their online socialization component is a primary reason for their high popularity. 4Thompson Institute, University of the Sunshine Coast, Maroochydore, QLD, Australiaīackground: Massively multiplayer online games (MMOs) evolve online, whilst engaging large numbers of participants who play concurrently.
3School of Psychology, National and Kapodistrian University of Athens, Athens, Greece.2Institute of Health and Sports, Victoria University, Melbourne, VIC, Australia.1School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD, Australia.Stallman 4, Jonathan Mason 1, Tamara De Regt 1, Andrew Wood 1 and Lee Kannis-Dymand 1 Lisa Raith 1 †, Julie Bignill 1 †, Vasileios Stavropoulos 2,3 *, Prudence Millear 1, Andrew Allen 1, Helen M.