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

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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