https://doi.org/10.53453/ms.2024.1.9
“I am gaming, you are gaming”: computer gaming habits and
romantic relationship satisfaction
Jūratė Koreivaitė
1
, Vladas Golambiauskas
2
, Kastytis Šmigelskas
3
1
Lithuanian University of Health Sciences, Faculty of Public Health, Department of Health Psychology, Kaunas,
Lithuania
2
Lithuanian University of Health Sciences, Faculty of Public Health, Department of Health Psychology, Kaunas,
Lithuania
3
Lithuanian University of Health Sciences, Faculty of Public Health, Department of Health Psychology, Kaunas,
Lithuania
Abstract
Background: one of the developmental tasks that young adults should achieve is to create meaningful long-term
romantic relationship. However, one of the most popular leisure activities among young people, computer gaming,
has shown to be harmful to interpersonal relationships. Therefore our aim was to assess the potential associations
between computer gaming habits and romantic relationship satisfaction among gaming and non-gaming couples.
Materials and Methods: the 18–39 years old adults, who have romantic partners, participated in this study. It was
conducted in public places of Kaunas and Vilnius cities and counties. Paper questionnaires included Relationship
Assessment Scale (RAS) by Hendricks and 7-item Gaming Addiction Scale (GAS-7) by Lemmens et al. Four gaming
profiles were identified: 1) Only respondent is gaming; 2) Only partner is gaming; 3) Both are gaming; 4) None are
gaming. Univariate and bivariate statistical analysis was made.
Results: romantic relationship satisfaction was high and did not differ among different gaming profiles. Respondents
and their partners were gaming once a week, 2 days in a row, for 2 hours a day. Statistically non-significant
associations were found between more expressed gaming habits and relationship satisfaction among both-gaming
couples. Internet gaming disorder among young adults was expressed weakly. Respondents with more expressed
internet gaming disorder were less satisfied with their relationship when partner was not gaming.
Conclusion: gaming habits and internet gaming disorder did not correlate with romantic relationship satisfaction
except for respondents gaming alone – in this case, higher internet gaming disorder was associated with lower
relationship satisfaction.
Key words: internet gaming disorder; computer-gaming; young adults; romantic relationship satisfaction.
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Medical Sciences 2024 Vol. 12 (1), p. 64-76, https://doi.org/10.53453/ms.2024.1.9
64
1. Introduction
1.1 Romantic relationship satisfaction
Romantic relationships are defined as voluntary,
ongoing interactions characterized by specific
expressions of affection and intimacy between two
partners [1, 2]. The American Psychological
Association [3] portrays the phenomenon of romantic
love similarly: it is a type of love in which intimacy
and passion are prominent features. Such conceptual
explanations underscore the importance of affection,
emotional closeness, and desire in relationships that
often begin in adolescence and solidify during young
adulthood.
Romantic love and relationships are archaic
phenomena. Its investigations from evolutionary
perspective lead to better understanding of
relationship importance to adaptation and species
continuity [4]. Biological model of love reveals that a
person experiencing love feels plenty of pleasant
emotions because of reward system activation [5]. The
capability of love and the need to feel good is present
from early age. Nevertheless, while some types of love
require emotional attachment and commitment, for
romantic love the physical attraction might be as
important [4–9], because it ensures the possibility of
reproduction and completion of developmental tasks,
such as creating a family.
Even though there are a lot of theories trying to explain
love from psychological and sociological
perspectives, the main components of love are met in
almost everyone of them. For successful romantic
relationships it is important to have intimacy and
connection [7, 9], commitment [7], passion [7– 9],
trust, and respect [9]. Romantic relationships not only
bring positive emotions and activate reward
mechanisms in brain structures, but also have impact
on psychological well-being and health [10, 11].
Although young adults must address numerous
developmental tasks, such as establishing a career,
finding their place within a community, or building
relationships, it is also crucial to consider leisure
activities as they are associated with changes in health
and well-being [12, 13]. Physical activity-related
leisure pursuits correlate with improved overall and
psychological well-being [13], whereas time spent on
digital devices (e.g., internet or computer gaming)
might be associated with lower psychological well-
being [12]. This emphasizes the importance of
research concerning computer game usage among
young adults in various life aspects, including
satisfaction in romantic relationships.
1.2 Computer gaming habits and addiction
The Cambridge Dictionary [14] defines computer
games as games played on a computer where on-
screen visuals are controlled by pressing keyboard
keys or manipulating a game-specific controller. It has
been observed that the usage of such games has
significantly increased over the past decade, and
further growth is speculated. It is estimated [15] that
from 2015 to 2024, the number of people playing
computer games will rise from 27 to 41 %.
The increasing prevalence of computer game usage
raises concerns due to observed excessive engagement
and symptoms of addiction. Both the Diagnostic and
Statistical Manual of Mental Disorders (DSM-5), and
the International Classification of Diseases (ICD-11)
include conditions, describing symptoms of computer
game addiction. This indicates growing apprehension
of the negative consequences related to computer
gaming. A study by Andre et al. [16] revealed that
4.5 % of players were overly engaged, 5.3 % were
problematic players exhibiting several symptoms of
addiction, and 1.2 % fully met the criteria for
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65
computer game addiction. Problematic gaming was
associated with younger age, male gender, time spent
on online chat platforms, and experiencing loneliness
[16]. It can be hypothesized that for young individuals
feeling isolated, computer games offer an outlet and an
opportunity to connect with other like-minded players.
This might lead to increasingly harmful gaming habits,
potentially negatively influencing existing
relationships with family and the close ones.
Previous studies showed that internet gaming disorder
(IGD), emerging from harmful gaming habits,
intensity, and engagement, might be associated with
worse psychological well-being, emotional state,
negative changes of cognitive functions and social
skills. Young adults who are at risk of IGD often have
more intense depression [17–19] and anxiety [17]
symptoms, lower self-esteem [20], sleep and
intellectual function disruptions [17], difficulties in
interpersonal relationships in real life [21].
Computer games are a popular leisure activity among
young adults. Nevertheless, it raises a question if
young adult’s gaming time does not overstep their
quality time with romantic partner. It is also possible
for the opposite to be true – computer gaming might
strengthen the bond among partners. Although, it is
known that addictions negatively impact interpersonal
relationships, and computer game addiction exhibits
symptoms analogous to other addictions. Therefore,
it's crucial to further analyse the associations between
young adults' computer gaming habits and their
satisfaction in romantic relationships. Thus, this study
aims to assess the potential associations between
computer gaming habits and romantic relationship
satisfaction among gaming and non-gaming couples.
2. Methods
2.1 Design and procedure
The study design was approved by the Bioethics
Centre of the Lithuanian University of Health
Sciences, No. BEC-SP(B)-32. The study took place in
Vilnius and Kaunas cities as well as their counties. It
was conducted from December 2022 to February 2023
in public spaces such as libraries, city centre, parks,
supermarkets, trains, etc. Researchers presented the
study and asked passers-by how old they were and if
they had a romantic partner. If they met selection
criteria, they were invited to participate in the study by
filling in a paper questionnaire. All information about
the study was written in the preamble and verbal
consent to participate has been given by all
participants.
2.2 Participants
In this study participants were young adults aged 18–
39 years involved in romantic relationships. Survey
was conducted in public spaces by asking people to fill
out paper forms if they matched the selection criteria
(age and involvement in romantic relationships).
Gender and other sociodemographic variables,
including playing computer games, did not have
impact on selection for participation. Out of 350
surveyed people, 200 matched the selection criteria
and agreed to participate in this study. In total, 84% of
participants were from big cities and 16% were from
smaller towns and villages. General sociodemographic
and other characteristics relevant to this study are
shown in Table 1.
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Table 1 General characteristics of study participants
Characteristics
Value
n
%
Gender
Man
80
40.0
Woman
120
60.0
Age
Mean 26.1 (SD 6.7), Median 25 (IQR 20–31)
Education
Incomplete secondary
11
5.5
Secondary
68
34.0
Vocational
22
11.0
Non-university higher
22
11.0
Higher
77
38.5
Employment status
Employed
104
52.5
Studying
53
26.8
Unemployed
10
5.1
Employed and studying
31
15.7
Marital status
Married
50
25.0
Not married
150
75.0
Living with their partner
Yes
102
51.0
No
98
49.0
Playing computer games
Yes
81
40.5
No
119
59.5
Gaming profile
Only respondent is playing
43
21.5
Only partner is playing
32
16.0
Both are playing
38
19.0
None are playing
87
43.5
2.3 Instruments
The questionnaire included Relationship Assessment
Scale (RAS), used to examine romantic relationship
satisfaction, 7-item Gaming Addiction Scale (GAS-7)
for IGD assessment, questions about computer gaming
habits (time, frequency, intensity), and
sociodemographic items. Computer games were
defined as games, played on the computer only
(smartphone apps, video games played on consoles,
etc., were not included in this definition). In this study
respondents were asked to answer gaming-related
questions not only about themselves, but also about
their partners if they were playing computer games.
That enabled study authors to analyse gaming habits
and relationship satisfaction associations between
different couple profiles.
The Relationship Assessment Scale [22, 23] consists
of 7 statements which help examine romantic
relationship satisfaction. Each item is measured by 5-
point Likert scale from 1 (statement almost does not
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67
apply for respondent) to 5 (statement applies
perfectly). The 4
th
and 7
th
items were reversed. Higher
total score indicates higher satisfaction with romantic
relationship.
The 7-item Gaming Addiction Scale [24] is a short
version of original GAS instrument for IGD
prediction. It includes 7 questions that summarize
main signs of IGD (salience, tolerance, mood
modification, relapse, withdrawal, conflict, and
problems). Items are measured in 5-point Likert scale
from 1 (“never”) to 5 (“very often”). Here, at least half
of the participant’s questions had to be marked 3
points (sometimes) or more, for a participant to be
indicated as being at IGD risk. Total GAS-7 scores
were also calculated with higher scores meaning
higher risk of IGD.
Questions about gaming habits were composed by
authors of this study to assess how much time during
the day respondents and partners were playing (time),
how many days per week they were playing
(frequency) and how many days in a row they were
playing computer games (intensity).
General information about study tools is detailed in
Table 2.
Table 2 Characteristics of study tools.
Construct
Instruments
Name
Number of items
Cronbach α
Authors, year
Romantic relationship
satisfaction
RSS
7
0.90
Hendrick, 1988
Respondents‘ gaming habits
GAS-7
7
0.78
Lemmens et al.,
2009
-
3
-
This study‘s authors
Partners‘ gaming habits
GAS-7
7
0.85
Lemmens et al.,
2009
-
3
-
This study‘s authors
Sociodemographic indicators
-
6
-
This study‘s authors
2.4 Data management and analysis
Data management and analysis was done using MS
“Excel” 2016 for Windows, Microsoft Corp.,
Redmond, Washington, USA and IBM “SPSS
Statistics 27” for Windows, Chicago, Illinois, USA
software.
For descriptive analysis, means with standard
deviations (±SD) as well as medians with interquartile
range and percentages were calculated. For normality
of continuous variables, Kolmogorov-Smirnov and
Shapiro-Wilk tests were used and normality was
rejected when p<0.05.
To compare computer gaming habits and internet
gaming disorder between respondents and partners in
both-playing profile, Student’s t-test for paired
samples and Wilcoxon test’s for paired samples z-
value were used. Mean ranks between groups were
compared using Kruskal-Wallis H test. Associations
between romantic relationship satisfaction and gaming
habits were examined using Spearman’s correlation.
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The correlations and differences were considered
statistically significant when p < 0.05.
3. Results
Based on study results, 4 different computer gaming
profiles were identified: gaming respondent and non-
gaming partner (R+P-); non-gaming respondent and
gaming partner (R-P+); gaming respondent and
gaming partner (R+P+); non-gaming respondent and
non-gaming partner (P-R-). The prevalence of
couples’ profiles is displayed in Table 3.
The largest group was that in which neither partner
was gaming while the smallest group was that in which
only the partner was gaming. The gaming profiles
were significantly associated with the age of
respondents: non-gaming couples were significantly
older than those in which at least one of partners was
gaming (p < 0.001; Table 3).
Table 3. Gaming profiles of study participants and their romantic partners.
R+P-
R-P+
R+P+
R-P-
Percentage
21.5% (n = 43)
16.0% (n = 32)
19.0% (n = 38)
43.5% (n = 87)
Age (median (IQR))
23 (19–28)
23 (20–29)
23 (20–28.25)
28 (21.75–35.25)
H
18.377
p
<0.001
Romantic relationship
satisfaction
30 (23–34)
29.5 (27.25–33)
31 (27.75–34)
29 (24–33)
H
6.08
p
0.108
R+P– only respondent is gaming; R–P+ only partner is gaming; R+P+ both are gaming; R–P– neither are gaming.
3. 1 Romantic relationship satisfaction
Romantic relationship satisfaction was compared
among the couples by computer gaming profile.
Romantic relationship satisfaction was highest among
R+P+ couples and lowest among R-P- couples.
However, the differences between the groups were
non-significant (p = 0.108; Table 3).
To further analyse the romantic relationship
satisfaction differences among gaming and non-
gaming couples, scores in each of the scale questions
were compared. Results showed that respondents in
both-gaming couples were most satisfied with how
partners met their needs, how good their relationship
was compared to others, and how much they loved
their partner. Respondents in non-gaming couples
were satisfied with these aspects the least (p < 0.05).
3.2 Computer gaming habits and association with
romantic relationship satisfaction
In total, around 38 % of young adults (respondents and
their partners) were gaming. On average, respondents
and their partners were gaming once a week, 2 days in
a row, for 2 hours a day. Frequency and intensity
between partners and respondents in R+P+ couples did
not differ, however, partners’ gaming duration
(median 2.3, IQR 1.5–3.45) was statistically
significantly longer than respondents’ (median 2, IQR
1.25–3) (p < 0.001; Table 4).
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Table 4. Gaming frequency, intensity and duration between respondents and partners in both-gaming couples.
All gamers
R+P+
Respondent
Partner
Paired t test
r
p
Frequency
(from 1 day
per week to 5
days and
more)
0.15
0.362
Intensity
(from 1 day in
a row to 6
days and
more)
0.34
0.037
Duration
(from 1 to 12
hours per day)
0.67
< 0.001
R+P+ - both are gaming.
Next, associations between romantic relationship
satisfaction and gaming habits were analysed in
couples’ gaming profiles. For R+P- and R-P+ couples
in which only one of the partners was gaming, weak
negative links were found between more expressed
gaming habits and relationship satisfaction, except for
respondent’s gaming intensity which correlated
positively with relationship satisfaction (rho = 0.25)
For both-gaming couples, the associations between
gaming habits and relationship satisfaction tended to
be positive, except for partner’s gaming frequency in
both-gaming couples – more frequent partner’s
gaming was associated with lower respondent’s
romantic relationship satisfaction (rho = -0.18).
However, all these associations were not significant (p
> 0.05; Table 5).
3.3 Internet gaming disorder and associations with
romantic relationship satisfaction
Internet gaming disorder among young adults was
weak, approximately 11 points, on a scale of 7 to 35.
Partners’ IGD was higher (median 11, IQR 9–14) than
respondent’s (median 10, IQR 8.8–13) in both-gaming
couples. However, this difference was not significant
(p = 0.172; Table 6). None of the IGD symptoms
(salience, tolerance, mood modification, withdrawal,
relapse, conflict, problems) differed among
respondents and partners in both-gaming couples (p >
0.05).
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Table 5. Associations between computer gaming habits and romantic relationship satisfaction by gaming profile.
R+P-
R-P+
R+P+
Respondent‘s
Partner‘s
Duration
rho (p)
-0.17 (0.276)
-0.19 (0.302)
0.25 (0.135)
0.07 (0.678)
Frequency
rho (p)
-0.14 (0.382)
-0.05 (0.793)
0.06 (0.736)
-0.18 (0.278)
Intensity
rho (p)
0.25 (0.106)
-0.04 (0.827)
0.20 (0.242)
-0.05 (0.754)
R+P– - only respondent is gaming; R–P+ - only partner is gaming; R+P+ - both are gaming.
Next, associations between IGD and relationship
satisfaction were analysed among different gaming
profiles.
Statistically significant correlation between
respondent’s internet gaming disorder and relationship
satisfaction in R+P- profile was found. More
expressed IGD was associated with lower relationship
satisfaction (rho = -0.31, p = 0.047). Similar tendency,
although not statistically significant, was found in R-
P+ profile. In both gaming couples IGD and romantic
relationship satisfaction did not correlate (p > 0.05;
Table 7).
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Table 6. Internet Gaming Disorder in both-gaming couples.
R+P+ - both are gaming.
Table 7. Associations between IGD and relationship satisfaction among gaming profiles.
R+P-
R-P+
IGD
scores
ρ = -0.31, p = 0.047
ρ = -0.21, p = 0.243
R+P+
Respondent‘s
Partner‘s
ρ = -0.08, p = 0.620
ρ = 0.03, p = 0.862
R+P– - only respondent is gaming; R–P+ - only partner is gaming; R+P+ - both are gaming.
All gamers
R+P+
Respondent
Partner
Paired z-test
Z
p
IGD
(scores
from 7
to 35)
-1.37
0.172
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4. Discussion
The aim of this study was to assess the potential
associations between computer gaming habits and
romantic relationship satisfaction among gaming and
non-gaming couples. It was found that 38 % of young
adults were gaming (40 % respondents and 35 %
partners). This figure is higher than the world average
in 2020 according to Statista [25], which reported that
31 % of young adults were gaming. The study took
place 2–3 years later than analysed statistics and the
global prevalence of gaming is increasing each year.
This could explain this difference.
In this study, four types of couple profiles were
identified (only respondent is gaming; only partner is
gaming; both are gaming; both are non-gaming). Even
though the age was similar across the profiles, older
couples tended to be both non-gamers. This could be
explained by the tendency of gaming being more
popular among younger people [26].
Gamers reported approximately 2 hours of gaming per
day and were gaming 1–2 days per week,
consecutively. Although research on gaming habits is
scarce, other studies revealed different results –
according to a study from 2013 [27], young adults in
Germany spent an average of 52 minutes per day
gaming, while a study from 2019 [20] revealed an
average of 4.15 hours of gaming per day for young
adults in Germany. The increase from 2013 can best
be explained by increasing popularity of gaming as
leisure activity. However, gaming time per day was
twice as long in the von der Heiden study [20]. The
discrepancy could be explained by the samples, since
in the von der Heiden et. al. study anyone who had
access to internet could participate, whereas in our
study people were questioned in person in public
spaces. It can be assumed that people who are
interviewed in person have a wider range of leisure
activities than online participants. Those who spend
more time online are more likely to notice and
participate in online studies as well as have longer
gaming durations.
Furthermore, only participants who have romantic
partners were included. Although the relationship
status in studies about gaming habits is usually not
reported, it could be assumed that, on average, people
in relationships spend less time gaming. Furthermore,
a study in 2019 conducted in the Philippines found that
student gamers were usually gaming daily rather than
1–2 days per week. The discrepancy could be
explained by a different sample in our study (in
relationships, not necessarily students) due to the same
reasons mentioned above.
The prevalence of IGD symptoms in this study was
low. On the contrary, other studies usually find 17–
20 % prevalence of addiction among gamers [20, 17,
18]. Low prevalence of IGD symptoms for
respondents in our study could be explained by the fact
that the surveys were conducted in person, probably
discriminating against people who are prone to gaming
addiction as they usually spend much more time online
and less in public spaces. Furthermore, the inclusion
criteria of being in a relationship could be another
variable that may have removed people prone to IGD
from the sample as the IGD is associated with
interpersonal relationship problems in the real world
and, by extension, with difficulties finding a romantic
partner [20].
Relationship satisfaction was highest in both-gaming
profile and lowest in both non-gaming profile. It is
important to take sociodemographic variables into
consideration. In this study, non-gaming profile
respondents were older, more often married, had a
university degree, and were working. This may mean
that they have families and households to take care of
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and their romantic relationship satisfaction is not
impacted by honeymoon phase, which is common in
young and new couples. However, a joint leisure
activity in both-gaming profiles could also explain
higher relationship satisfaction.
In this study in one-gaming profiles more expressed
gaming habits and IGD symptoms were associated
with lower relationship satisfaction while in both-
gaming profile more expressed gaming habits
correlated with higher romantic relationship
satisfaction. These results might be explained by
quality time spent together. When both couple
members are playing, especially if they are doing it
together, they might see gaming as a common interest
that they share and that strengthens their relationship.
Meanwhile, when only one of the partners is gaming,
the other one has to find his or her own hobby or
activity. While it is important to have autonomy in
relationships [28], if it is interfering with couple’s
quality time together, relationship satisfaction may
suffer [29, 30]. On the other hand, McDaniel et al. [31]
found that technology use can be associated with
lower romantic relationship satisfaction, and it does
not differ between one partner using technologies and
both partner technology use. It raises a question why
gaming shows different results from daily technology
use.
Our results showed that respondents with intense IGD
symptoms were significantly less satisfied with their
romantic relationships when partner was not gaming.
This association might be explained two ways. The
American Psychiatric Association [32, 33]
distinguishes giving up other activities to play
computer games as one of IGD symptoms. This means
that a person who is at risk of IGD may lose interest in
spending time with his or her partner. On the other
hand, if a gamer is unsatisfied with romantic
relationship, this may intensify his or her gaming as
one of IGD symptoms is the use of gaming to relieve
negative moods [32].
This study is one of a few which analysed associations
between romantic relationship satisfaction and variety
of gaming habits. Usually in such studies gaming
habits only include time and IGD risk. In this study
intensity and frequency of gaming was analysed as
well. Moreover, this study found a new perspective on
the topic as it investigated associations among
different couple profiles and found important
differences which helped to deepen knowledge about
gamers and non-gamers’ romantic relationship
satisfaction with their (non)gaming partner. Also, the
sample of this study was a general population, so it
reflected typical gaming habits of young adults
involved in romantic relationship.
However, this study had a few limitations, which
should be acknowledged. In this study only one of
partners filled in the questionnaire about themselves
and their partners. This may have had an impact on
data validity, because partners’ data were subjectively
reported by another person rather than themselves. In
future studies it may be more informative to survey
both romantic partners. Relationship duration and state
might be important factors in relationship satisfaction
and should be included as well. Also, the answers may
not reflect true feelings for partner if relationships are
new or deteriorating. In future studies, including
qualitative questions might help determine
relationship satisfaction more precisely.
5. Conclusions
1. Romantic relationship satisfaction among gaming
and non-gaming couples did not differ.
2. More expressed gaming habits in one-gaming
couples were associated with lower relationship
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74
satisfaction, while in both-gaming couples – with
higher relationship satisfaction. However, these
correlations were not significant.
3. IGD in both-gaming couples did not correlate
with relationship satisfaction. When only
respondent was gaming, higher IGD was
associated with lower relationship satisfaction.
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