23,181 research outputs found

    What kind of video gamer are you?

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    Producción CientíficaPurpose.- 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 Economía y Competetitividad (proyecto ECO2017-82107-R)Junta de Castilla y León (proyecto VA112P17

    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 Pokémon 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

    Interpersonal dependency and online gaming addiction

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    Background and aims The present study explores the relationship between social motivations and addiction to online gaming and if that possible connection can be explained by the personality traits responsible for social functioning. Methods We employ Bernstein’s concept of interpersonal dependency to distinguish healthy dependency, dysfunctional detachment, and destructive overdependence, and Charlton and Danforth’s conceptualisation of online gaming addiction and high engagement. An online questionnaire was administered to a self-nominated sample of 4,074 online gamers. Two regression models were constructed to separately explain gaming addiction and high engagement using social motivations to play, while controlling for age, gender, and time spent online. Results High scores on subscales measuring dysfunctional detachment and destructive overdependence were positively associated with online gaming addiction, while healthy dependency was negatively correlated with addiction scores. In contrast, the overall role of social motivation was negligible. Discussion People with healthy relationship profiles are less likely to develop problematic patterns of online gaming. High in-game engagement, although sharing some factors with addiction, was only poorly explained by the study variables, suggesting the mutual exclusiveness of addiction and engagement

    The People-Game-Play model for understanding videogames' impact on wellbeing

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    Given the increasing popularity of videogames, understanding when, how and for whom they have a positive or negative impact on wellbeing is critical. We propose a model for exploring these questions based on existing literature and our own research. The People-Game-Play model identifies player characteristics, game features and the experience of play as key determinants of the impact of videogame play on wellbeing. We propose research exploring the relationships within and between each of these key factors is needed and identify some examples of future research in this space

    Self-discrepancy and MMORPGs: testing the moderating effects of avatar identification and pathological gaming in world of warcraft

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    Previous research has shown that MMORPG players create avatars that are considered to possess more ideal personality traits than their actual selves. More specifically, Bessière, Seay and Kiesler (2007) have demonstrated that for the personality traits conscientiousness, extraversion and neuroticism, the mean discrepancies between gamers' ideal self and avatar are significantly smaller than those between the gamers' ideal and actual self. These findings are automatically attributed to the assumption that gamers use their avatars to alleviate self-discrepancy. This line of reasoning is supported by a recent theoretical account by Klimmt, Hefner and Vorder (2009). They argue that video games enable an experiential merger of the player with their game avatar, which affords a temporary reduction of the psychological distress that is associated with a discrepancy between the self and the ideal self. Unfortunately, Bessière et al.'s (2007) study fails to provide definitive evidence for this assumption. Whereas the smaller distance between avatar and ideal self indicates that players see their avatar as more ideal, this does not mean that they identify with their avatar and use it to temporarily relieve self-discrepancy. In fact, there are several alternative explanations. First of all, fantasy game characters by default possess characteristics that can be deemed more ideal. Moreover, gamers may assemble an avatar with ideal characteristics to facilitate their game play rather than because they relate these characteristics to themselves. Consequently, a meaningful association, i.e. identification, between WoW players and their avatars is a prerequisite for supporting the self-discrepancy thesis. Hence our first hypothesis posits that (H1) in comparison to gamers with a low level of avatar identification, gamers with a high level of avatar identification perceive the distance between their ideal self and avatar as smaller than the distance between their ideal self and actual self. Secondly, we explore the possibility that pathological gaming can be related to a desire to reduce self-discrepancy by evaluating whether gamers with a tendency towards pathological gaming have a stronger desire to reduce self-discrepancy. Research has indicated that the activity of advancing an avatar, making it as ideal as possible, requires a significant amount of commitment and thus can be expected to be a factor in explaining pathological gaming (Ducheneaut, Yee, Nickell, & Moore, 2006; Hsu, Wen, & Wu, 2009). Withal, previous studies have confirmed the relation between pathological gaming and lower levels of psychological well-being (Lemmens, Valkenburg, & Peter, 2009; Lo, Wang, & Fang, 2005). Given these findings, we propose a second hypothesis (H2), stating that in comparison to gamers with a weak tendency towards pathological gaming, gamers with a strong tendency towards it perceive the distance between their ideal self and avatar as smaller than the distance between their ideal and actual self. Yet, the question arises whether the experience of a temporary reduction of self-discrepancy through gaming is a factor in explaining the process of pathological gaming. Perhaps gamers use their avatars to make up for their perceived shortcomings and to experience a more idealized self. On the other hand, pathological gamers might be caught up in the game, advancing their character, without the player identifying with it and thus without the mechanism of self-discrepancy reduction playing a role. However, previous research by Smahel, Blinka and Ledabyl (2008) found a small correlation between ad hoc measures of identification and pathological gaming. Therefore, our third and final hypothesis states that (H3) in comparison to other gamers, gamers with high scores for both pathological gaming and identification perceive the distance between their ideal self and avatar as smaller than the distance between their ideal self and actual self. The present research draws on a sample of 304 WoW players, gathered through an online survey (Mage = 24.54, SD = 13.91, 84% male). The survey contained BFI personality measures of: (a) gamers' actual self, (b) gamers' ideal self and (c) main avatar (John & Srivastava, 2008). Furthermore, measures of avatar identification (Van Looy, Courtois, & De Vocht, 2010) and pathological gaming (Lemmens, et al., 2009) were included. These two measures' scores were split in half, using the median as a cut-off point to divide into high and low levels. Mixed model analysis of variances was used to test for the proposed hypotheses. First of all, the results indicate that players with a high avatar identification have a character that is closer to their ideal self for conscientiousness, neuroticism, openness and extraversion than those who score low for avatar identification. Except for openness, the ideal self - avatar discrepancies are consistently smaller than the ideal self - actual self discrepancies. As such, evidence is found for the first hypothesis. The second hypothesis, predicting a moderating effect of pathological gaming, is confirmed for neuroticism, openness and extraversion. Except for openness, it shows that for gamers with high pathological gaming scores demonstrate a larger distance between the self and actual self and a smaller distance between the avatar and the ideal self. Finally, the third hypothesis is confirmed for neuroticism and openness. It shows that gamers who combine a high score for pathological gaming with a high degree identification have much smaller discrepancies between their ideal self and avatar than between their ideal self and actual self. As such, these findings provide direct evidence for the self-discrepancy hypothesis proposed by Klimmt, Heffner and Vorderer. By implementing a direct measure of identification into Bessière, Kiesler and Seay's design, we were able to rule out the possibility that gamers do not meaningfully associate themselves with their avatar and just see it as more ideal because the game depicts a more ideal world or because creating a more ideal avatar is necessary for being successful in the game. As such, it is effectively shown that WoW players maintain a meaningful relationship with their avatar, which in turn provides further evidence for the self-discrepancy hypothesis in relation to the playing of MMORPGs. Finally, based on the idea that pathological gaming could be accompanied by a stronger desire to reduce self-discrepancy and thus alleviate psychological tension, we compared pathological gaming scores and discrepancies. Our findings indicate that WoW players with a tendency towards pathological gaming create and identify with avatars that are much more emotionally stable than their actual selves. In other words, they create an avatar that is more ideal on the dimension of neuroticism and then identify with it more strongly. References: Bessière, K., Seay, F., & Kiesler, S. (2007). The Ideal Elf: Identity Exploration in World of Warcraft. Cyberpsychology & Behavior, 10(4), 530-535. Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). Building an MMO with Mass Appeal: A look at gameplay in World of Warcraft. Games and Culture, 1(4), 281-317. Hsu, S. H., Wen, M. H., & Wu, M. C. (2009). Exploring user experiences as predictors of MMORPG addiction. Computers & Education, 53(3), 990-999. John, O. P., & Srivastava, S. (2008). The Big Five Trait Taxonomy: History, Measurement, and Theoretical Perspectives. In J. O.P., R. W. Robins & L. A. Pervin (Eds.), Handbook of Personality (pp. 102-139). New York: Guilford Press. Klimmt, C., Hefner, D., & Vorderer, P. (2009). The Video Game Experience as "True" Identification: A Theory of Enjoyable Alternations of Players' Self-Perception. Communication Theory, 19(4). Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and Validation of a Game Addiction Scale for Adolescents. Media Psychology, 12(1), 77-95. Lo, S. K., Wang, C. C., & Fang, W. (2005). Physical Interpersonal Relationships and Social Anxiety among Online Game Players. Cyberpsychology & Behavior, 8(1), 15-20. Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: Connections between Addiction and Identifying with a Character. Cyberpsychology & Behavior, 11(6), 715-718. Van Looy, J., Courtois, C., & De Vocht, M. (2010). Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMORPGs. Paper presented at the Fun & Games, Leuven, Belgium

    Mediational role of gaming motives in the associations of the Five Factor Model of personality with weekly and disordered gaming in adolescents

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    Five Factor Model (FFM) personality dimensions are relevant distal factors for explaining videogaming behaviors that may act through more proximal variables such as motives. However, this mediational role of gaming motives in the relationships between FFM domains and gaming behaviors has not been examined yet. The present study explored direct and indirect effects of the FFM personality traits on weekly and disordered gaming via gaming motives among 364 adolescent players. Structural equation modeling revealed that disordered gaming was directly predicted by conscientiousness and directly and indirectly, via coping motives, by neuroticism. Low agreeableness was associated with disordered gaming through social interaction. On the other hand, low agreeableness presented significant total effects on weekly gaming. The findings suggest risky personality pathways observed in drug use and abuse are also found in regular and disordered gaming such as the negative affect regulation pathway and a possible deviance proneness pathway.Funding for open access charge: CRUE-Universitat Jaume

    Massively Multiplayer Online Role-Playing Game (MMORPG) Player Profiles: Exploring Player’s Motives Predicting Internet Addiction Disorder

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    open3noBackground: Due to the increasing spread of massively multiplayer online role-playing games (MMORPGs) and their addictive potential, scholars assert that understanding the factors underpinning Internet gaming disorder (IGD) is crucial, considering the psychopathological classification. Objectives: This study aimed to explore the motives predicting IGD in MMORPG players with different personality risk profiles. Materials and Methods: An online survey was conducted among 202 MMORPG players (mean age = 27.85 years, SD = 6.49). A cluster analysis was performed to classify the samples, according to the substance use risk profile scale (SURPS), distinguishing a sensation seeking (SS) group from a group prone to negative emotions (PNE), including anxiety, hopelessness, and impulsivity. Also, the gaming motives, which were determined using the Motives for Online Gaming Questionnaire (MOGQ), were considered as independent variables in analyses. The regression analyses indicated different combinations of gaming motives, predisposing the two groups to IGD. Results: The escapism motive and male gender were the main risk factors for SS players, whereas the sociability motive predicted addiction tendencies in the PNE group. Also, the competition motive was a strong predictor of IGD in both groups; this motive was found to be associated with the male gender and the specific game genre. Moreover, the PNE players were significantly more addicted to MMORPGs and were less satisfied with their life, compared to the SS group. Conclusions: Based on the present results, clustering gamers in terms of personality traits allowed us to understand the mechanisms underlying IGD for overcoming a reductive approach, which considers MMORPG players as a uniform group.openBiolcati R.; Pupi V.; Mancini G.Biolcati R.; Pupi V.; Mancini G
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