---
title: With Online Gaming, Trust Between Players Can Prevent Addiction
description: Online gaming with bigger social groups can increase players’ loyalty to the game without fueling addictive behaviors—and having strong bonds of trust with their gaming group can even reduce gaming addiction.
image: https://alert.psychnews.org/hubfs/Imported_Blog_Media/gaming_friends_iStock-1828925275.jpg
---

 6/5/26 1:14 PM

# With Online Gaming, Trust Between Players Can Prevent Addiction

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Share: [facebook-f icon ](http://www.facebook.com/share.php?u=https://alert.psychnews.org/with-online-gaming-trust-between-players-can-prevent-addiction) [linkedin-in icon ](http://www.linkedin.com/shareArticle?mini=true&url=https://alert.psychnews.org/with-online-gaming-trust-between-players-can-prevent-addiction) [Twitter icon ](https://twitter.com/intent/tweet?url=https://alert.psychnews.org/with-online-gaming-trust-between-players-can-prevent-addiction) [pinterest-p icon ](http://pinterest.com/pin/create/link/?url=https://alert.psychnews.org/with-online-gaming-trust-between-players-can-prevent-addiction) [envelope icon ](mailto:?body=https://alert.psychnews.org/with-online-gaming-trust-between-players-can-prevent-addiction)

![gaming_friends_iStock-1828925275](https://alert.psychnews.org/hs-fs/hubfs/Imported_Blog_Media/gaming_friends_iStock-1828925275.jpg?width=220&height=147&name=gaming_friends_iStock-1828925275.jpg)Online gaming with bigger social groups can increase players’ loyalty to the game without fueling addictive behaviors—and having strong bonds of trust with their gaming group can even reduce gaming addiction, according to a [study](https://www.sciencedirect.com/science/article/pii/S0747563226001718#sec1) published this week in *Computers in Human Behavior*.

 

**Why It’s Relevant**

Research has pinpointed a variety of risk factors for gaming addiction, such as academic stress, loneliness, depression, and impulsivity. Yet deciphering the factors that separate game loyalty—staying engaged with the game over time—without inducing addictive behaviors has proven more elusive.

 

**By the Numbers**

- Researchers surveyed 884 adult players (70% male, 76% younger than 40) from across Tawain about their experiences with an online game of the player’s choice. Players answered questions on their gaming activity, including their level of gaming loyalty (“I intend to play this online game frequently”) and their level of gaming addiction (“I sometimes neglect important things because of my interest in the game”).
- Playing with a larger online group was **associated with enhanced game loyalty and did not increase addiction.**
- Trusting their gaming group members also **increased participants’ game loyalty but reduced gaming addiction**. Similarly, a **greater real-world familiarity with gaming group members reduced gaming addiction**, though it was not associated with game loyalty.
- Game escapism—playing a game to distance oneself from real-world issues—was **associated with both increased game loyalty and gaming addiction.**

**The Other Side**

This study relied on survey responses and self-reported measures of addiction, which may have resulted in bias. Further, this study took place entirely in Taiwan; future research should include multiple countries to broaden the generalizability of the findings.

 

**Takeaway Message**

The findings clarify the perception that group gameplay causes addictive behaviors, showing instead that some group interactions can improve game loyalty in a healthier way. “This means that while players show a certain level of continued interest in a given game (a desired outcome for game executives),” the researchers wrote, “this can happen without that interest rising to problematic and compulsive levels.”

 

**Related Information**

“[Special Report: Be Prepared to Address Technological Addictions in Psychiatric Practice](https://psychiatryonline.org/doi/10.1176/appi.pn.2022.2.4)”

 

**Source**

Shih-I Tai, et al. The ties that (healthily) bind: playing in groups increases game loyalty but decrease addiction. *Computers in Human Behavior*. Published online Jun 2, 2026. doi:10.1016/j.chb.2026.109074

 

(Image: Getty Images/iStock/SeventyFour)

 

[addiction](https://alert.psychnews.org/tag/addiction), [technology addiction](https://alert.psychnews.org/tag/technology-addiction), [gaming](https://alert.psychnews.org/tag/gaming), [loyalty](https://alert.psychnews.org/tag/loyalty), [online gaming](https://alert.psychnews.org/tag/online-gaming), [escapism](https://alert.psychnews.org/tag/escapism)

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