5 research outputs found

    Predicting Video Game Addiction: The Effects of Composite Regulatory Focus and Interpersonal Competence Among Indonesian Teenagers During COVID-19 Pandemic

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    Video game addiction is recognized as a mental health problem caused by uncontrolled access to video gaming platforms. Proper assistance and counseling programs based on the addiction causing factors are required to reduce the tendencies of video game addiction. The study aims to identify the correlation between regulatory focus theory and interpersonal competence towards the tendencies of video game addiction. The study is a type of cross-sectional research with the adapted psychological scales. A total of 136 teenagers, consisting of 86 males and 50 females participated in the survey of self-reported video game addiction. The data were analyzed using multiple regression analysis. The findings revealed that regulatory focus and interpersonal competence simultaneously had a significant effect on the tendencies of video game addiction behavior. The findings of the study can provide the basis to provide proper assistance services, in an attempt to reduce the tendencies of video game addiction among teenagers

    A study to determine the predictors of game addiction based on loneliness, motivation, and interpersonal competence

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    The objective of this study is to determine the predictor that will lead to Online Game Addiction. The dependent variable of this study is Online Game addiction and the independent variables are Loneliness, Inter-personal Competence, and Regulatory Focus (Promotion and Prevention Motivation). The data was collected through a convenience sampling technique from 500 respondents who are playing an online game on a daily basis in Karachi. SPSS software was used to test the hypothesis. The finding of the research is Regulatory Focus, Loneliness, and Inter-Personal Competence have a significant impact on Online Game Addiction. The recommendation for future researchers is to increase their sample size and variable in order to study this topic more deeply

    A study to determine the predictors of game addiction based on loneliness, motivation, and interpersonal competence

    Get PDF
    The objective of this study is to determine the predictor that will lead to Online Game Addiction. The dependent variable of this study is Online Game addiction and the independent variables are Loneliness, Inter-personal Competence, and Regulatory Focus (Promotion and Prevention Motivation). The data was collected through a convenience sampling technique from 500 respondents who are playing an online game on a daily basis in Karachi. SPSS software was used to test the hypothesis. The finding of the research is Regulatory Focus, Loneliness, and Inter-Personal Competence have a significant impact on Online Game Addiction. The recommendation for future researchers is to increase their sample size and variable in order to study this topic more deeply

    A Dual-Identity Perspective of Obsessive Online Social Gaming

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    Obsessive online social gaming has become a worldwide societal challenge that deserves more scholarly investigation. However, this issue has not received much attention in the information systems (IS) research community. Guided by dual-system theory, we theoretically derive a typology of obsessive technology use and contextually adapt it to conceptualize obsessive online social gaming. We also build upon identity theory to develop a dual-identity perspective (i.e., IT identity and social identity) of obsessive online social gaming. We test our research model using a longitudinal survey of 627 online social game users. Our results demonstrate that the typology of obsessive technology use comprises four interrelated types: impulsive use, compulsive use, excessive use, and addictive use. IT identity positively affects the four obsessive online social gaming archetypes and fully mediates the effect of social identity on obsessive online social gaming. The results also show that IT identity is predicted by embeddedness, self-efficacy, and instant gratification, whereas social identity is determined by group similarity, group familiarity, and intragroup communication. Our study contributes to the IS literature by proposing a typology of obsessive technology use, incorporating identity theory to provide a contextualized explanation of obsessive online social gaming and offering implications for addressing the societal challenge
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