5 research outputs found
Predicting Video Game Addiction: The Effects of Composite Regulatory Focus and Interpersonal Competence Among Indonesian Teenagers During COVID-19 Pandemic
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
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
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
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Online gaming addiction and basic psychological needs among adolescents: the mediating roles of meaning in life and responsibility
Individuals whose basic needs are naturally satisfied are much less dependent on their environment and more autonomous. Basic psychological needs (i.e., the general motivators of human actions) are significant predictors of online gaming addiction. Moreover, it has been posited that meaning and responsibility in life are at the center of life from an existential point of view. Therefore, a hypothetical model was tested to examine the relationships between basic psychological needs (autonomy, competence, relatedness), online gaming addiction, responsibility, and meaning in life. Data were collected from a sample of 546 participants. Mediation analysis was conducted, and the results indicated that basic psychological needs, online gaming addiction, responsibility, and meaning in life had significant negative and positive relationships. The findings indicated that responsibility and meaning in life had a serial mediating effect in the relationship between basic psychological needs and online gaming addiction. The findings also showed that the inverse relationship between online gaming addiction and basic psychological needs was at least partially explained by meaning in life and responsibility. The results of the present study are of great importance and suggest that interventions to satisfy the basic psychological needs of adolescents may help prevent online gaming addiction
A Dual-Identity Perspective of Obsessive Online Social Gaming
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