
CHFA | Psychology Department Showcase: Projects In-Progress
Social Support and Wellbeing
Academic Level at Time of Presentation
Junior
Major
Psychology / Applied Behavior Analysis
Minor
Social & Behavioral Sciences
2nd Student Academic Level at Time of Presentation
Senior
2nd Student Major
Psychology
2nd Student Minor
Philosophy
List all Project Mentors & Advisor(s)
Dr. Esther Malm
Presentation Format
Oral Presentation
Abstract/Description
The present study aims to build upon previous research on social support, and emerging research on its interactions surrounding virtual reality (VR). Previous studies have demonstrated that social support, when sourced from in-person interactions, has an apparent mitigating effect on symptoms resembling depression and anxiety. This apparent mitigating effect lessens in its strength when the focus is shifted instead to social support sourced from online sources, such as messaging applications (e.g. Discord) or online gaming. The goal of this study is to gain an understanding as to whether this gradient is larger, and whether social support sourced from VR sources has an even less powerful mitigating effect on depression-like symptoms, if any should exist at all. Covariate scales were included to investigate symptoms resembling gaming and social media addiction, to further understand the online activities of those participating in the online surveys given through social media. We hypothesized that (1) those with symptoms resembling internet-gaming addiction will exhibit higher levels of depression and anxiety if they get their support from online sources compared to those who get their social support from offline sources, (2) those who get their social support from online sources will exbibit a greater risk of anxiety and depression than those who get their social support from offline sources, and (3) increasingly online derived social support will be positively associated with depression, anxiety, and feelings of social isolation. Data collection is ongoing from on-campus college students via SONA and the general population via social media. The sample size so far is 136 participants. Results thus far will be presented during scholar’s week.
Keywords: Perceived social support, depression, anxiety, gaming addiction, social media addiction, virtual reality
Spring Scholars Week 2025
Psychology: Projects In-Progress
Social Support and Wellbeing
The present study aims to build upon previous research on social support, and emerging research on its interactions surrounding virtual reality (VR). Previous studies have demonstrated that social support, when sourced from in-person interactions, has an apparent mitigating effect on symptoms resembling depression and anxiety. This apparent mitigating effect lessens in its strength when the focus is shifted instead to social support sourced from online sources, such as messaging applications (e.g. Discord) or online gaming. The goal of this study is to gain an understanding as to whether this gradient is larger, and whether social support sourced from VR sources has an even less powerful mitigating effect on depression-like symptoms, if any should exist at all. Covariate scales were included to investigate symptoms resembling gaming and social media addiction, to further understand the online activities of those participating in the online surveys given through social media. We hypothesized that (1) those with symptoms resembling internet-gaming addiction will exhibit higher levels of depression and anxiety if they get their support from online sources compared to those who get their social support from offline sources, (2) those who get their social support from online sources will exbibit a greater risk of anxiety and depression than those who get their social support from offline sources, and (3) increasingly online derived social support will be positively associated with depression, anxiety, and feelings of social isolation. Data collection is ongoing from on-campus college students via SONA and the general population via social media. The sample size so far is 136 participants. Results thus far will be presented during scholar’s week.
Keywords: Perceived social support, depression, anxiety, gaming addiction, social media addiction, virtual reality