1,101 research outputs found

    Determinants of harassment in online multiplayer games

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    Objective. Online multiplayer games allow large numbers of participants to play simultaneously online. Unfortunately, this has also given rise to new forms of harassment and abuse. The current study used the criminological framework of Routine Activity Theory to identify possible circumstantial and individual risk factors that predict both general and sexual harassment victimization in this online context. Method. An online survey of online multiplayer gamers (N = 883) was conducted. Measures included harassment exposure, guardianship, and target suitability. These determinants were used to predict general and sexual harassment victimization in multiple regression analyses. Analyses controlled for social desirability responding. Results. Both sexual harassment victimization (R² = 63%) and general harassment victimization (R² = 57%) were successfully predicted using the determinants. The gender of the gamer is associated with the type of harassment received; women are more likely to encounter sexual harassment, while men are more likely to be harassed in the general sense. Gaming for fewer hours per week, with mostly or exclusively female avatars, and sharing personal information (e.g. gender) predicts sexual harassment victimization, whereas playing in Player-versus-Player game modes predicts general harassment victimization. Harassing other gamers and associating with harassers predicts both general and sexual harassment. Conclusions. Our models explained a sizable percentage of the variation in harassment, indicating for the first time that the Routine Activity Theory can be applied to understand online harassment in gaming. Specifically, it was found that different types of in-game exposure predict different types of victimization, that lacking personal self-guardianship predicts sexual harassment and that gender (or revealing gender) is associated with changes in harassment

    A phenomenological study of problematic internet use with massively multiplayer online games

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    Massively multiplayer online games (MMOG’s) are a specific form of online computer games that allow for millions of people to simultaneously play online at any time. This form of online gaming has become a huge phenomenon worldwide both as a popular past time and a business endeavour for many individuals. There are more than 16 million people worldwide who subscribe to fantasy role-playing online games. Although such games can provide entertainment for many people, they can also lead to problematic Internet use (PIU). PIU has also been referred to as Internet addiction, and can cause significant problems in an individual’s functioning. The study aimed to enhance a greater understanding of the phenomenon of male adults’ experiences PIU with MMOG’s. More specifically the study aims to identify if PIU with MMOG’s can be considered a form of Internet addiction within South Africa. Furthermore, assisting in the further development of online addiction diagnosis and treatment strategies. The study utilised an interpretive phenomenological approach (IPA) and participants were purposively sampled. The data was collected using semi-structured individual interviews. Furthermore, Braun and Clarks thematic analysis was used during data analysis while incorporating the four major processes in phenomenological research, namely 1) epoche, 2) phenomenological reduction, 3) imaginative variation and, 4) synthesis. Themes that emerged from the analysis of the participants’ experiences included, initial description of use, motives for continued use of MMOG’s, consequences of PIU with MMOG’s, perceptions of PIU with MMOG’s, and treatment considerations. This study provided a thick description of South African and international literature and combines the literature with the themes that emerged from the participants experiences in order to produce discussions based on the findings of this qualitative study. Conclusions, recommendations, and limitations of this study informed future research on cyber citizenship by providing a detailed understanding of the context of South African male adults’ experiences of PIU with MMOG’s

    A preliminary cross-cultural study of Hikikomori and Internet Gaming Disorder: the moderating effects of game-playing time and living with parents

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    Background: Internet Gaming Disorder (IGD) and Hikikomori (an extreme form of real-life social withdrawal where individuals isolate themselves from society) have both been suggested as mental disorders that require further clinical research, particularly amongst young adult populations. Objective: To add to the extant literature, the present study used a cross-cultural, cross-sectional design to investigate the association between Hikikomori and IGD, and the potential moderating effects of reported game-playing time and living with parents. Method: Two online samples of 153 Australian and 457 U.S.-North American young adult players of Massively Multiplayer Online (MMO) games were collected. The nine-item Internet Gaming Disorder Scale-Short Form (IGDS-SF9), and the Hikikomori Social Withdrawal Scale were administered to dimensionally assess IGD and Hikikomori, respectively. Results: Linear regression analyses confirmed that Hikikomori symptoms are associated with IGD. Additionally, moderation analyses indicated that the association was exacerbated by longer game playing time across both populations. Gamers living with their parents was a significant moderator of the relationship for the Australian sample. Conclusions: Extreme real-life social withdrawal and IGD are related, and this association is exacerbated for those who spend more time playing MMOs per day, and, for Australian participants, living with their parents

    A monument to the player: Preserving a landscape of socio-cultural capital in the transitional MMORPG

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    This is the pre-print version of the Article. The official published version can be accessed from the links below - Copyright @ 2012 Taylor & Francis LtdMassively multiplayer online role-playing games (MMORPGs) produce dynamic socio-ludic worlds that nurture both culture and gameplay to shape experiences. Despite the persistent nature of these games, however, the virtual spaces that anchor these worlds may not always be able to exist in perpetuity. Encouraging a community to migrate from one space to another is a challenge now facing some game developers. This paper examines the case of Guild Wars® and its “Hall of Monuments”, a feature that bridges the accomplishments of players from the current game to the forthcoming sequel. Two factor analyses describe the perspectives of 105 and 187 self-selected participants. The results reveal four factors affecting attitudes towards the feature, but they do not strongly correlate with existing motivational frameworks, and significant differences were found between different cultures within the game. This informs a discussion about the implications and facilitation of such transitions, investigating themes of capital, value perception and assumptive worlds. It is concluded that the way subcultures produce meaning needs to be considered when attempting to preserve the socio-cultural landscape

    Social gaming: A systematic review

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    Digital games often constitute a shared activity where people can spend time together, communicate and socialize. Several commercial titles place social interaction at the center of their design. Prior works have investigated the social outcomes of gaming, and factors that impact the experience. Yet, we lack a comprehensive understanding of how social gaming has been approached and explored before. In this work, we present a systematic review covering 263 publications, gathered in February 2021, that study gaming experiences involving more than one person, with a focus on the social element that emerges among partakers (players and/or spectators). We contribute with a systematized understanding of (1) how the topic is being defined and approached, (2) what facets (mainly in terms of outcomes and determinants of the experience) are being acknowledged and (3) the methodologies leveraged to examine these. Our analysis, based on mixed deductive and inductive coding, reveals relevant gaps and tendencies, including (1) the emphasis in novel technologies and unconventional games, (2) the apparent negligence of player diversity, and (3) lower ecological validity associated with totally mediated evaluations and a lack of established constructs to assess social outcomes

    A Novel Taxonomy of Opportunities and Risks in Massively Multiplayer Online Role Playing Games

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    The explosion and rapid embrace of Massively Multiplayer Online Role Playing Games (MMORPG) has provided players with unique, fully immersive three dimensional environments in which they can express themselves in a myriad of ways. Players can develop unique skill sets, share knowledge, explore and experiment with various identities and network with like-minded individuals. Evidence suggests however, that these opportunities are accompanied with a number of risks including addiction, desensitisation and threats to the privacy of personal information. This paper presents a novel Taxonomy of opportunities and risks in the specific context of Massively Multiplayer Online Role Playing Games

    Internet Gaming Disorder: the interplay between physical activity and user–avatar relationship

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    Understanding both the risk and protective factors associated with Internet Gaming Disorder (IGD) has been viewed by many in the gaming studies field as an area of research priority. The present study focused on the potential risk and protective effects of user-avatar (game figure) relationship and physical activity (PA) respectively. To address these aims, a cross-sectional and a longitudinal mixed-methods design were combined (comprising both psychological and physiological assessments). A sample of 121 emerging adult gamers (18%29 years) residing in Australia, who played massively multiplayer online games, were assessed in relation to their IGD behaviors using the nine-item Internet Gaming Disorder Scale-Short Form. Additionally, the Proto-Self-Presence scale was used to evaluate the extent to which gamers identified with the body of their avatar. Finally, a PA monitor (Fit Bit Flex ) measured levels of energy consumed during real world daily activities (active minutes). A number of linear regressions and moderation analyses were conducted. Findings confirmed that Proto-Self-Presence functioned as an IGD risk factor and that PA acted protectively, weakening the association between Proto-Self-Presence and IGD behaviors. Implications of these findings are discussed in relation to IGD treatment and gaming development aspects

    Personality, Motivation, and Internet Gaming Disorder: Understanding the Addiction

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    This dissertation examined the relationships among personality traits, motivation for play, and Internet gaming disorder in a diverse sample of Internet gamers, using a group correlational design and path analysis. The researcher sampled participants who self-identify as Internet gamers by posting invitations to participate in the study on Internet forums, as well as by accessing the gaming population at PokĂŠmon Go hotspots. The study used valid and reliable instruments: The Ten-Item Internet Gaming Disorder Test (IGD-10), the abbreviated form of the Big Five Inventory (BFI-10), and the Motivation to Play Online Games Questionnaire (MPOGQ). Data analysis included descriptive statistics related to population demographics and prevalence rates, and multiple regression based on proposed causal relationships in a path analysis model. Prevalence analysis indicated that 4.2% of the population sampled met IGD criteria, with higher prevalence rates among males, students, and people under age 30, indicating potential risk factors for IGD. Findings showed that significant predictors of IGD amongst the variables in the model include male gender, neurotic and introverted personality traits, and motivation related to achievement, socialization, and immersion. A critical analysis of frequency of IGD criteria in the DSM-5 provided further implications for screening and assessment, with specific implications for female and non-White gamers. Limitations related to self-report data and generalizability, as well as recommendations for future research, are discussed
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