Thai Video Games Uses and Gratifications for Romantic Relationships: A Conceptual Framework

Authors

  • Siddha Upanigkit Faculty of Journalism and Mass Communication, Thammasat University
  • Vikanda Pornsakulvanich Faculty of Journalism and Mass Communication, Thammasat University

Keywords:

TikTok, Algorithm, Brain Hacking, Hormone Roller Coaster, Dopamine, Variable Rewards, Surveillance Capitalism, Digital Wellbeing

Abstract

This article presents a synthesized conceptual framework for studying the use of video games in relation to romantic relationship formation, drawing on key theoretical perspectives, such as Uses and Gratifications Theory, especially when applied to video game, and romantic relationship theory. The literature review reveals that the effects of video game use on romantic relationships manifest in three dimensions, individual effects, such as those related to gender and time allocation, characteristics of player interaction, and benefits derived from video game play. Building on this review, the article synthesizes a conceptual framework for examining video game uses and gratifications in romantic relationships, aimed at addressing several identified gaps in (1) theoretical integration, (2) variables and measurement, (3) longitudinal research methodology, and (4) the scope of media use and gratification effects. The conceptual framework derived from the synthesis of concepts, theories, and literature presented in this article may serve as a foundation for future empirical testing of the motives, use, and effects of video game engagement on romantic relationships.

References

ฉันทนา ปาปัตถา, ชาญชัญ กำมา, วศิน พรหมบรรดาโชค, วีรชาติ แป้นสุวรรณ, ธันยาภรณ์ ด่านเสถียร, ปวันรัตน์ พันธุสุวรรณ, ภูมินทร์ ฉายแสงเดือน, และ วรากร สุขทรัพย์. (2561, กรกฎาคม-ธันวาคม). ผลกระทบที่เกิดจากการรับชมเนื้อหาพฤติกรรมความรุนแรงผ่านวิดีโอเกม ของนักศึกษาคณะเทคโนโลยีสื่อสารมวลชน มหาวิทยาลัยเทคโนโลยีราชมงคลพระนคร. วารสารวิจัยและนวัตกรรม สถาบันการอาชีวศึกษากรุงเทพมหานคร. 1(2), 109-118.

ชัชฎา อัครศรีวร นากาโอคะ, และ กฤชณัท แสนทวี. (2565, มกราคม-มิถุนายน). การรู้เท่าทันสื่อและการตระหนักรู้ผลกระทบจากการเล่น อีสปอร์ต ของเยาวชนไทย. วารสารวิชาการนวัตกรรมสื่อสารสังคม. 10(1), 21-29.

ธนพร ชูเวทย์. (2561). การศึกษาพฤติกรรมและผลกระทบจากการเล่นเกมออนไลน์ผ่านโทรศัพท์มือถือของกลุ่มวัยทำงานในเขตกรุงเทพมหานคร. วิทยานิพนธ์วารสารศาสตรมหาบัณฑิต (สื่อสารมวลชน). กรุงเทพฯ: มหาวิทยาลัยธรรมศาสตร์. ถ่ายเอกสาร

พนม คลี่ฉายา. (2565). กระบวนทัศน์ความรอบรู้เรื่องสื่อ พัฒนาการ และการปฏิบัติการจากสื่อดั้งเดิมสู่สื่อดิจิทัล. กรุงเทพฯ: โครงการตำรา คณะนิเทศศาสตร์ จุฬาลงกรณ์มหาวิทยาลัย.

รัฐพล ศรีสว่าง. (2553). ปัจจัยที่มีผลต่อการยอมรับเทคโนโลยี browser-based Game. การค้นคว้าอิสระวิทยาศาสตร์มหาบัณฑิต (การบริหารเทคโนโลยี). กรุงเทพฯ: มหาวิทยาลัยธรรมศาสตร์. ถ่ายเอกสาร

วัชรินทร์ ภิญโญศาสตร์. (2550). การสื่อสารเพื่อสร้างสัมพันธภาพและการสร้างตัวตนในเกมออนไลน์ของวัยรุ่นไทย. วิทยานิพนธ์นิเทศศาสตรมหาบัณฑิต (สื่อสารมวลชน). กรุงเทพฯ: จุฬาลงกรณ์มหาวิทยาลัย. ถ่ายเอกสาร

วิกานดา พรสกุลวานิช. (2565). สื่อใหม่และการจัดการการสื่อสาร. พิมพ์ครั้งที่ 3. กรุงเทพฯ: สำนักพิมพ์มหาวิทยาลัยธรรมศาสตร์.

สุภาวดี เจริญวานิช. (2557, ฉบับพิเศษ). พฤติกรรมการติดเกม : ผลกระทบและการป้องกัน. วารสารวิทยาศาสตร์และเทคโนโลยี. 22(6), 871-879.

Altman, I., & Taylor, D. A. (1973). Social Penetration: The Development of Interpersonal Relationships. New York: Rinehart and Winston.

Anderegg, Courtney, Dale, Katherine, & Fox, Jesse. (2014, July). Media Portrayals of Romantic Relationship Raintenance: A Content of Relational Maintenance Behaviors on Prime-Time Television. Mass Communication and Society. 17(5), 733-753. Retrieved March 11, 2025, from https://doi.org/10.1080/15205436.2013.846383

Anderson, Craig A., Shibuya, Akiko., Ihori, Nobuko., Swing, Edward L., Bushman, Brad J., Sakamoto, Akira., Rothstein, Hannah R., & Saleem, Muniba. (2010, March). Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review. Psychological Bulletin. 136(2), 151-173. Retrieved March 11, 2025, from https://doi.org/10.1037/a0018251

Baxter, Leslie A. (1986). Gender Differences in the Heterosexual Relationship Rules Embedded in Break-Up Accounts. Journal of Social and Personal Relationships. 3(3) 289–306. Retrieved March 11, 2025, from https://doi.org/10.1177/0265407586033003

Busselle, R., & Van den Bulck, J. (2020). Cultivation theory, media, stories, processes, and reality. In M. B. Oliver, A. A. Raney, & J. Bryant (Eds.), Media Effects: Advances in Theory and Research. 4th ed. (pp. 69-82). New York: Routledge.

Chonody, Jill M., Killian, Mile., Gabb, Jacqui., & Dunk-West, Priscilla. (2016, Fall). Understanding Everyday Relationship Work: The Development of a Relationship Maintenance Scale. Advances in Social Work. 17(2), 355-368. Retrieved March 11, 2025, from https://doi.org/10.18060/21155

Coyne, Sarah M., Busby, Dean., Bushman, Brad J., Gentile, Douglas A., Ridge, Robert, & Stockdale, Laura. (2012, June). Gaming in the Game of Love: Effects of Video Games on Conflict in Couples. Family Relations. 61(3), 388-396. Retrieved March 11, 2025, from https://doi.org/10.1111/j.1741-3729.2012.00712.x

DeVito, J. A. (2016). The Interpersonal Communication Book. 14th ed. London: Pearson.

Ding, Meng., & Shao, Xinyue. (2023). The Influence of Video Game Usage on Romantic Relationships Between Youths. Advances in Social Sciences Research Journal. 10(9), 382-397. Retrieved March 11, 2025, from https://doi.org/10.14738/assrj.109.15586

Dobry, Stella Christine (2015). The Moderating Effect of Attachment Behaviors on the Association Between Video Game Use, Time Together as a Problem, and Relationship Quality. Thesis, Master of Science. Brigham Young University. Photocopied.

Ewoldsen, D. R., & Rhodes, N. (2020). Media priming and accessibility. In M. B. Oliver, A. A. Raney, & J. Bryant (Eds.), Media Effects: Advances in Theory and Research. 4th ed. (pp. 83-99). New York: Routledge.

Fejes-Vékássy, L., Adrienn, U., & Faragó, L. (2020, November). From #RelationshipGoals to #Heartbreak - We Use instagram Differently in Various Romantic Relationship Statuses. Current Psychology. 41, 6825-6837. Retrieved March 11, 2025, from https://doi.org/10.1007/s12144-020-01187-0

Green, C. S., & Bavelier, D. (2007, January). Action Video Game Experience Alters the Spatial Resolution of Attention. Psychological Science. 18(1), 88-94. Retrieved March 11, 2025, from https://doi.org/10.1111/j.1467-9280.2007.01853.x

Greitemeyer, Tobias., & Osswald, Silvia. (2010). Effects of Prosocial Video Games on Prosocial Behavior. Journal of Personality and Social Psychology, 98(2), 211-221. Retrieved March 11, 2025, from https://doi.org/10.1037/a0016997

Greitemeyer, Tobias. (2022, August). The Dark and Bright Side of Video Game Consumption: Effects of Violent and Prosocial Video Games. Current Opinion in Psychology. 46. Retrieved March 11, 2025, from https://doi.org/10.1016/j.copsyc.2022.101326

Harris, Celia B., Baird, Amee., Harris, Sophia A., & Thompson William Forde. (2019, July). “They’re Playing Our Song”: Couple-Defining Songs in Intimate Relationships. Journal of Social and Personal Relationships. 37(1), 163–179. Retrieved March 11, 2025, from https://doi.org/10.1177/0265407519859440

Hertlein, Kathaerine M., & Hawkins, Blendine P. (2012). Online Gaming Issues in Offline Couple Relationships: A Primer for Marriage and Family Therapists (MFTs). The Qualitative Report. 17(8), 1-48. Retrieved March 11, 2025, from http://www.nova.edu/ssss/QR/QR17/hertlein.pdf

Jones, Grant. (2018). The Effects of Violence in Video Games on Individual Levels of Hostility in Young Adults. Thesis, Master of Art. Western Kentucky University. Photocopied.

Katz, E., Blumler, J. G., & Gurevitch, M. (1974). Utilization of mass communication by the individual. In J. G. Blumler & E. Katz. (Eds.). The Uses of Mass Communication: Current Perspectives on Gratifications Research. (pp. 19-32). California: SAGE.

Klapper, J. T. (1960). The Effects of Mass Communication. Illinois: Free Press of Glencoe.

Klimmt, C., & Possler, D. (2020). Video Games In M. B. Oliver, A. A. Raney & J. Bryant (Eds.), Media Effects: Advances in Theory and Research. 4th ed. (pp. 342-356). New York: Routledge.

Knapp, M. L. (1978). Social Intercourse: From Greeting to Goodbye. Massachusetts: Allyn and Bacon.

Knobloch-Westerwick, S., Westerwick, A., & Sude, D. J. (2020). Media choice and selective exposure. In M. B. Oliver, A. A. Raney & J. Bryant (Eds.), Media Effects: Advances in Theory and Research. 4th ed. (pp. 146-162). New York: Routledge.

Krcmar, M. (2020). Social Cognitive Theory. In M. B. Oliver, A. A. Raney, & J. Bryant (Eds.), Media Effects: Advances in Theory and Research. 4th ed. (pp. 100-114). New York: Routledge.

Kuske, Morgan R. (2020). Social Media Use in the Maintenance of Long-Distance Romantic Relationships in College. UWL Journal of Undergraduate Research. 23. Retrieved March 11, 2025, from https://www.uwlax.edu/globalassets/offices-services/urc/jur-online/pdf/2020/kuske.morgan.cst2020.pdf

Lemola, Sakari., Brand, Serge., Vogler, Nicole., Perkinson-Gloor, Nadine., Allemand, Mathias., & Grob, Alexander. (2011, July). Habitual Computer Game Playing at Night is Related to Depressive Symptoms. Personality and Individual Differences. 51(2), 117-122. Retrieved March 11, 2025, from https://doi.org/10.1016/j.paid.2011.03.024

Liu, Tingting. (2017, November). Video Games as Dating Platforms: Exploring Digital Intimacies Through a Chinese Online Dancing Video Game. Television & New Media. 20(1). Retrieved March 11, 2025, from https://doi.org/10.1177/1527476417736614

López-Fernández, Francisco J., Mezquita, Laura., Griffiths, Mark. D., Ortet, Generós., & Ibáñez, Manuel. I. (2020, October). The Development and Validation of the Videogaming Motives Questionnaire (VMQ). PLoS One. 15(10). Retrieved March 11, 2025, from https://doi.org/10.1371/journal.pone.0240726

Miyaji, Arbaz., & Narayanan, Mini. (2019, August). "Gaming Your Way to Love": An Exploration of the Role of Multiplayer Gaming In Romantic Relationships. Phonix - International Journal for Psychology and Social Sciences. 3, 90-104. Retrieved March 11, 2025, from https://www.researchgate.net/publication/338680697

Myers, David. (1990, December). A Q-Study of Game Player Aesthetics. Simulation & Gaming. 21(4), 375-396. Retrieved March 11, 2025, from https://doi.org/10.1177/104687819002100403

Norton, Aaron., Brown, Cameron C., Falbo, Rachel., & Hogan, Bernie. (2020, July). Video Game Use, Acceptance, and Relationship Experiences: A Moderated Actor-Partner Interdependence Model. Cyberpsychology, Behavior, and Social Networking. 23(7), 453-458. Retrieved March 11, 2025, from https://doi.org/10.1089/cyber.2019.0258

Phillips, Carol A., Rolls, Susan., Rouse, Andrew., & Griffiths, Mark D. (1995, December). Home Video Game Playing in Schoolchildren: A Study of Incidence and Patterns of Play. Journal of Adolescence. 18(6), 687–691. Retrieved March 11, 2025, from https://doi.org/10.1006/jado.1995.1049

Prot, Sara., Anderson, Craig A., Gentile, Douglas A., Brown, Stephanie C., & Swing, Edward L. (2014). The positive and negative effects of video game play. In A. Jordan & D. Romer (Eds.), Media and the Well-Being of Children and Adolescents. (pp. 109-128). New York: Oxford University Press.

Rubin, Alan M. (2009). Uses-and-gratifications perspective on media effects. In J. Bryant & M. B. Oliver (Eds.), Media Effects: Advances in Theory and Research. 3rd ed. (pp. 165-184). New York: Routledge.

Sabri, Rabia., Khokhar, Munnawar Naz., Umer, Muhammad., Zafar, Muhammad Zeeshan., Hassan, Masood., & Ullah, Muhammad Asad. (2020). Video Gaming And Its Association With Depression, Anxiety and Stress. İlköğretim Online. 19(4), 4869-4886. Retrieved March 11, 2025, from

https://www.researchgate.net/publication/353403062_Video_Gaming_And_Its_Association_With_Depression_Anxiety_And_Stress

Salen, K., & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. Massachusetts: MIT Press.

Selnow, Gary W. (1984, June). Playing Videogames: The Electronic Friend. Journal of Communication. 34(2), 148–156. Retrieved March 11, 2025, from https://doi.org/10.1111/j.1460-2466.1984.tb02166.x

Sherry, John L., Lucas, Kristen., Greenberg, Bradley S., & Lachlan, Ken. (2006). Video Game Uses and Gratifications as Predicators of Use and Game Preference. In P. Voderer & J. Bryant (Eds.), Playing Video Games: Motives, Responses, and Consequences. (pp. 213-224). New York: Routledge

Sunarto, Shilvy Andini., Wulandari, Christiana., & Hartanto, Eko. (2019, February). Communication Meaning in the Community Online Mobile Legends Based on Depok Players Realities. International Journal of Multicultural and Multireligious Understanding. 6(Special Issue), 43–48. Retrieved March 11, 2025, from https://ijmmu.com/index.php/ijmmu/article/view/627/444

Welch, S-A., & Rubin, Rebecca B. (2002). Development of Relationship Stage Measures. Communication Quarterly. 50(1), 24-40. Retrieved March 11, 2025, from https://doi.org/10.1080/01463370209385644

Wigand, Rolf T., Borstelmann, Steven E., & Boster, Franklin J. (1986, January). Electronic Leisure: Video Game Usage and the Communication Climate of Video Arcades. Annals of the International Communication Association. 9(1), 275–293. Retrieved March 11, 2025, from https://doi.org/10.1080/23808985.1986.11678611

Zhafira, Aqila Sheila., Dimyati, Dindin., & Shukla, Aditya Kumar. (2021, November). Romantic Relationships on Instagram: Exploring. Knapp's Relational Stage Model. ASPIRATION Journal. 2(2), 129-154. Retrieved March 11, 2025, from https://doi.org/10.56353/aspiration.v2i2.29

Downloads

Published

2026-06-29

How to Cite

Upanigkit, S., & Pornsakulvanich, V. (2026). Thai Video Games Uses and Gratifications for Romantic Relationships: A Conceptual Framework. The journal of social communication innovation, 14(1), 138–150. retrieved from https://so06.tci-thaijo.org/index.php/jcosci/article/view/282681

Issue

Section

Academic Articles