Group-Level Cohesion Ratings Across a Fixed-Order Individual-to-Multiplayer Gaming Paradigm: An Exploratory Study

Background and Objectives: Comparisons between individual and multiplayer gaming can reflect social context, but in a fixed-order design condition cannot be separated from order-related effects. This exploratory study therefore focused on group-level Group Cohesiveness Scale (GCS) ratings across a sequential paradigm in which individual play always preceded multiplayer play. A study-specific OpenPose posture-consistency metric and a device/software-derived beta-band output from a small EEG subsample were retained only as ancillary exploratory observations. Methods: Sixty healthy young adults (mean age, 21.21 ± 3.07 years) completed the individual condition first and the multiplayer condition second in 10 assigned groups of six, separated by a one-hour break. GCS scores were averaged within each group, yielding 10 paired group-level means. OpenPose recordings from all 60 participants were summarized descriptively because participant-level paired values required for inferential reanalysis were unavailable. One randomly selected participant per group wore a NeuroSky MindWave Mobile 2 device (n = 10); because the exact eegID processing pipeline and artifact-control procedures were not retained, this output was treated only as a device/software-specific ancillary metric. Results: Mean group-level GCS ratings were 18.13 ± 0.55 after the first, individual condition and 23.55 ± 4.17 after the second, multiplayer condition (mean difference, +5.42). The retained statistical summary reported p < 0.0043; because the original SPSS output is unavailable, 0.0043 is treated as an upper bound rather than an exact recoverable p-value. Using the arithmetic mean of the two condition SDs as the standardizer, Cohen’s d_av was 2.30. Mean OpenPose posture-consistency scores were 97.13 ± 2.90 and 93.25 ± 6.24, respectively; this comparison is descriptive only. In the ancillary EEG subsample, the retained software-derived beta-band values were 34.55 ± 12.92 and 47.56 ± 15.33 a.u. (p = 0.022; Cohen’s d_av = 0.92), but the physiological source of this difference cannot be determined from the available methodology. Conclusions: Within this fixed sequential paradigm, the second, multiplayer condition was accompanied by higher group-level GCS ratings, but the difference cannot be attributed specifically to multiplayer interaction because condition was completely confounded with order, time, familiarization, anticipation, fatigue, and repeated-task effects. The OpenPose and EEG observations remain ancillary and hypothesis-generating and do not support causal, attentional, engagement, or cortical interpretations.

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Publication Details

Journal
Journal of Functional Morphology and Kinesiology
Published
2026-11-03
DOI
https://doi.org/10.3390/jfmk11040458
Primary Topic
Digital Games and Media
Type
article
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article

Group-Level Cohesion Ratings Across a Fixed-Order Individual-to-Multiplayer Gaming Paradigm: An Exploratory Study

Chung-Liang Lai, Chung-Po Ko, Sin-Ling Dai, Shu-Jun Sun et al.
Journal of Functional Morphology and Kinesiology
Digital Games and Media
article

Group-Level Cohesion Ratings Across a Fixed-Order Individual-to-Multiplayer Gaming Paradigm: An Exploratory Study

Chung-Liang Lai, Chung-Po Ko, Sin-Ling Dai, Shu-Jun Sun, Ting-Yu Chen, Shiuan-Yu Tseng
article en

Abstract

Background and Objectives: Comparisons between individual and multiplayer gaming can reflect social context, but in a fixed-order design condition cannot be separated from order-related effects. This exploratory study therefore focused on group-level Group Cohesiveness Scale (GCS) ratings across a sequential paradigm in which individual play always preceded multiplayer play. A study-specific OpenPose posture-consistency metric and a device/software-derived beta-band output from a small EEG subsample were retained only as ancillary exploratory observations. Methods: Sixty healthy young adults (mean age, 21.21 ± 3.07 years) completed the individual condition first and the multiplayer condition second in 10 assigned groups of six, separated by a one-hour break. GCS scores were averaged within each group, yielding 10 paired group-level means. OpenPose recordings from all 60 participants were summarized descriptively because participant-level paired values required for inferential reanalysis were unavailable. One randomly selected participant per group wore a NeuroSky MindWave Mobile 2 device (n = 10); because the exact eegID processing pipeline and artifact-control procedures were not retained, this output was treated only as a device/software-specific ancillary metric. Results: Mean group-level GCS ratings were 18.13 ± 0.55 after the first, individual condition and 23.55 ± 4.17 after the second, multiplayer condition (mean difference, +5.42). The retained statistical summary reported p < 0.0043; because the original SPSS output is unavailable, 0.0043 is treated as an upper bound rather than an exact recoverable p-value. Using the arithmetic mean of the two condition SDs as the standardizer, Cohen’s d_av was 2.30. Mean OpenPose posture-consistency scores were 97.13 ± 2.90 and 93.25 ± 6.24, respectively; this comparison is descriptive only. In the ancillary EEG subsample, the retained software-derived beta-band values were 34.55 ± 12.92 and 47.56 ± 15.33 a.u. (p = 0.022; Cohen’s d_av = 0.92), but the physiological source of this difference cannot be determined from the available methodology. Conclusions: Within this fixed sequential paradigm, the second, multiplayer condition was accompanied by higher group-level GCS ratings, but the difference cannot be attributed specifically to multiplayer interaction because condition was completely confounded with order, time, familiarization, anticipation, fatigue, and repeated-task effects. The OpenPose and EEG observations remain ancillary and hypothesis-generating and do not support causal, attentional, engagement, or cortical interpretations.

Journal of Functional Morphology and KinesiologyVol. 11(4)
Minghsin University of Science and Technology (TW), National Chung Hsing University (TW), Tungs' Taichung MetroHarbor Hospital (TW), Central Taiwan University of Science and Technology (TW)
Openalex Percentile: Top 8%
Digital Games and Media
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