495 research outputs found

    An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games

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    Massively multiplayer online role-playing games (MMORPGs) are a popular form of entertainment used by millions of gamers worldwide. Potential problems relating to MMORPG play have emerged, particularly in relation to being addicted to playing in such virtual environments. In the present study, factors relating to online gaming addiction and motivations for playing in MMORPGs were examined to establish whether they were associated with addiction. A sample comprised 1167 gamers who were surveyed about their gaming motivations. Latent Class Analysis revealed seven classes of motivations for playing MMORPGs, which comprised: (1) novelty; (2) highly social and discovery-orientated; (3) aggressive, anti-social and non-curious; (4) highly social, competitive; (5) low intensity enjoyment; (6) discovery-orientated; and (7) social classes. Five classes of gaming addiction-related experiences were extracted including: (1) high risk of addiction, (2) time-affected, (3) intermediate risk of addiction, (4) emotional control, and (5) low risk of addiction classes. Gender was a significant predictor of intermediate risk of addiction and emotional control class membership. Membership of the high risk of addiction class was significantly predicted by belonging to a highly social and competitive class, a novelty class, or an aggressive, anti-social, and non-curious class. Implications of these findings for assessment and treatment of MMORPG addiction are discussed

    Putting the "Fun Factor" Into Gaming: The Influence of Social Contexts on Experiences of Playing Videogames

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    The increasingly social nature of gaming suggests the importance of understanding its associated experiences and potential outcomes. This study examined the influence of social processes in gameplay and different gaming contexts on the experience of individual and group flow when engaged in the activity. It also examined the affective experiences associated with different types of social gaming. The research consisted of a series of focus groups with regular gamers. The results of the thematic analysis revealed the importance of social belonging, opportunities for social networking and the promotion of social integration for game enjoyment. However, social experiences could also facilitate feelings of frustration in gameplay as a result of poor social dynamics and competitiveness. The analysis furthermore suggested that group flow occurs in social gaming contexts, particularly in cooperative gameplay. A number of antecedents of this shared experience were identified (e.g., collective competence, collaboration, task-relevant skills). Taken together, the findings suggest social gaming contexts enhance the emotional experiences of gaming. The study demonstrates the importance of examining social gaming processes and experiences to further understand their potential influence on associated affective outcomes. Areas of further empirical research are discussed in reference to the study’s findings

    Understanding the Development of Problematic Use of Massively Multiplayer Online Game

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    Online gaming has become one of the most popular forms of online leisure activity today. Massively multiplayer online game (MMOG), being highly persistent and immersive, is however often presented as being potentially dangerous of leading to problematic use. Despite a rising concern over this emerging societal challenge, the theoretical understanding of problematic use of MMOG is lacking in the information systems literature. Therefore, the objective of this study is to propose and empirically test a theory-guided model that explains the development of problematic use of MMOG. We built our research model on the hedonic management model of addictions, and explained the role of mood modification and deficient self-regulation in the development of problematic use of MMOG. We will validate the research model using longitudinal survey design and structural equation modeling approach. We believe that the current work presents significant implications to both research and practice

    Mom, Dad It’s Only a Game! Perceived Gambling and Gaming Behaviors among Adolescents and Young Adults: an Exploratory Study

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    Gambling and gaming are increasingly popular activities among adolescents. Although gambling is illegal in Portugal for youth under the age of 18 years, gambling opportunities are growing, mainly due to similarity between gambling and other technology-based games. Given the relationship between gambling and gaming activities, the paucity of research on gambling and gaming behaviors in Portugal, and the potential negative consequences in the lives of young people, the goal of this study was to explore and compare the perceptions of these two behaviors between Portuguese adolescents and young adults. Results from six focus groups (three with adolescents and three with young adults, comprising 37 participants aged between 13 and 26 years) indicated different perceptions for the two age groups. For adolescents, gaming was associated with addiction whereas for young adults it was perceived a tool for increasing personal and social skills. With regard to gambling, adolescents associated it with luck and financial rewards, whereas young adults perceived it as an activity with more risks than benefits. These results suggest developmental differences that have implications for intervention programs and future research

    Investigating the Moderating Effect of Massively Multiplayer Online (MMO) Games on the Correlation Between Flow and Game Addiction: A Meta-Analysis

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    The flow theory of addiction suggests that the psychological flow state and addiction are positively correlated. However, based on 23 empirical studies involving 6,772 subjects, our meta-analysis shows that this relationship is significantly weakened in massively multiplayer online (MMO) games. Our results suggest that game genre, which is often overlooked in existing theories, warrants more attention in future research on game addiction. For game developers, our results suggest that it is particularly important for non-MMO games to provide a good match between game challenge and player skill level, which is essential to the flow experience. As MMO games have been reported to be more addictive than non-MMO games, future research should also investigate the unique characteristics of MMO games that cause addiction in this game genre

    A Systematic Review and Meta-Analysis of Player Motivations and Problematic Involvement in Multiplayer Online Games: Exploring an Alternative Diagnostic Approach that Minimizes the Risk of Pathologizing Healthy Gaming Behaviors

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    More than 80 million people in the United States play online video games, and this prevalent form of entertainment has enabled players from various geographic settings to interact in highly complex and realistic virtual worlds. However, despite the popularity of online gaming and the evolution of a socially oriented culture, the rapid growth of the industry has raised concerns among parents, educators, clinicians, and the general public about the potential consequences of online gaming. The proposal to classify Internet gaming disorder as a behavioral addiction has produced considerable debate as to whether the classification is empirically justified. Evidence suggests that problematic online gaming cannot be measured using addiction criteria because of its inability to distinguish problematic usage from high levels of healthy engagement. The purpose of this study was to explore an alternative, non-addiction approach that would minimize the risk of pathologizing healthy gaming behaviors. A systematic review and random-effects meta-analysis was conducted to measure the relationships between player motivations and gaming-related problems. Results indicated that escapism and advancement were strongly associated with gaming-related problems. Teamwork and discovery were found to be unassociated with gaming-related problems. Implications regarding the complexity of the escapism construct, the need for a deeper understanding of advancement, the relevance of motivations that are unassociated with problems, and methodological issues within the literature are discussed. Recommendations for researchers, parents, gamers, clinicians, policy makers, and executive leaders are also provided

    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

    What kind of video gamer are you?

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    ProducciĂłn CientĂ­ficaPurpose.- This paper attempts to understand the extent to which the effect of motivations on purchase intention varies for diverse segments of video gamers (depending on their personality). Design/Methodology.- Information was collected from 511 Spanish video game consumers. Structural equation modeling, clustering, and multi-group analysis were then conducted to compare results between segments of gamers. Findings.- Results show that hedonic, social and mainly addiction motivations lead to purchase intention of game-related products. Moreover, we identify a typology of gamer that gives rise to differences in motivations-purchase intention links: (1) Analysts include individuals who are essentially conscientious, prefer inventive or cognitive and simulation games and whose behavior is more influenced by hedonic and social motivations to play; (2) Socializers comprise individuals who are mainly extrovert and emotionally stable gamers and who prefer sports and strategy games. The motivations to play that affect their purchase intentions are mainly social; and (3) Sentinels include individuals that are unmindful and introvert, prefer inventive, cognitive, sports and simulation games, and whose social motivations drive their purchase intentions. Originality.- There are 2,200 million video gamers around the world, although it is assumed that this vast market is not homogeneous, which has implications for consumer motivations and purchase intention. However, the currently available classifications that address this challenge are rather limited. In this sense, the present paper provides valuable insights into understanding how personality offers a useful variable to segment consumers in the video game industry and how it moderates the effect of motivations on purchase behavior.Ministerio de EconomĂ­a y Competetitividad (proyecto ECO2017-82107-R)Junta de Castilla y LeĂłn (proyecto VA112P17
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