Emma van der Schyff | Ep 22

Emma van der Schyff | Ep 22

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Video Games and Social Capital

In this episode we explore the Emma’s research on community dynamics in digital spaces, specifically how online gaming fosters social capital – how we builds and maintains connections, supports mental health, and bridges cultures.

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Emma van der Schyff

Emma is:

  • PhD Candidate in CyberPsychology at the University of Sydney
  • And also teaches two undergrad subjects: Human Development and Innovations in eHealth.

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CyberPsychology Research Group

Building on her previous podcast discussing social connectedness, Emma delves into the intriguing intersection of video games and social capital. 

Understanding Social Capital Through Gaming

Emma explains social capital as the value derived from our social connections, which manifests in two forms:

  • Bonding social capital: Deep ties with close friends and family.
  • Bridging social capital: Looser connections with acquaintances or diverse groups.

Video games, particularly online multiplayer games, serve as unique platforms to foster both types. Through teamwork, collaboration, and shared goals, players forge meaningful connections, often transcending geographical and cultural boundaries.

Gaming as a Social Bridge

Emma draws parallels between online gaming and offline activities like sports leagues or university meetups, highlighting how both create opportunities for bridging social capital. In gaming, relationships can evolve from casual interactions into deep, supportive friendships, mirroring real-world social dynamics.

Mental Health and Anonymity in Gaming

We explored the ways gaming provides a safe space for discussing mental health, with some players finding it easier to open up to online friends. The online disinhibition effect – enabled by anonymity – allows for genuine conversations and psychological safety, empowering individuals to seek support.

The Positive and Negative Aspects of Gaming Communities

Emma shared the multifaceted experiences of gamers, from the camaraderie and mentoring relationships fostered in online spaces to the challenges posed by:

  • Gender-based discrimination in traditionally male-dominated environments.
  • Toxic behaviour and verbal abuse.
  • Racism and other harmful behaviours, exacerbated by anonymity.

Emma highlighted initiatives like Safe in Our World, a charity working to address these issues and promote safer gaming environments.

Escapism and Gaming’s Role in Mental Rejuvenation

Gaming provides an active form of escapism, offering players immersive experiences to recharge and disconnect from daily stresses. Emma noted the parallels with other hobbies like reading or listening to audiobooks, emphasizing the legitimacy of gaming as a restorative outlet.

Looking Ahead: The Future of Social Capital in Gaming

Emma’s reflections on emerging technologies, including virtual reality (VR) and augmented reality (AR), paint an exciting future where gaming may further blur the lines between online and offline interactions. These advancements could redefine how social capital is built and maintained in digital spaces.

Recommended Reading

For those keen to explore these themes further, Emma recommends:

  • Bowling Alone: The Collapse and Revival of American Community by Robert Putnam, an influential analysis of social capital and community dynamics.
  • Issues and Debates in Cyberpsychology by Professor Linda Kay, a foundational text for understanding the field.

This episode offers a compelling perspective on the transformative role of gaming in building connections, fostering well-being, and navigating the complexities of modern social life.

If you need help with the negative aspects of gaming, get in touch with including ‘Safe in our World’ at https://safeinourworld.org

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