6,452 research outputs found
Impulsivity in Multiplayer Online Battle Arena gamers: preliminary results on experimental and self-report measures
Background and aims: Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role-Playing Games and First-Person Shooter games. However, empirical studies focusing on the use and abuse of MOBA games are still very limited, particularly regarding impulsivity, which is an indicator of addictive states but has not yet been explored in MOBA games. In this context, the objective of the present study is to explore the associations between impulsivity and symptoms of addictive use of MOBA games in a sample of highly involved League of Legends LoL, currently the most popular MOBA game) gamers. Methods: Thirty-six LoL gamers were recruited and completed both experimental (Single Key Impulsivity Paradigm) and self-reported impulsivity assessments (s-UPPS-P Impulsive Behavior Scale, Barratt Impulsiveness Scale), in addition to an assessment of problematic video game use (Problematic Online Gaming Questionnaire). Results: Results showed links between impulsivity-related constructs and signs of excessive MOBA game involvement. Findings indicated that impaired ability to postpone rewards in an experimental laboratory task was strongly related to problematic patterns of MOBA game involvement. Although less consistent, several associations were also found between self-reported impulsivity traits and signs of excessive MOBA game involvement. Conclusions: Despite these results are preliminary and based upon a small (self-selected) sample, the present study highlights potential psychological factors related to the addictive use of MOBA games
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An overview of structural characteristics in problematic video game playing
Purpose of Review: There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in the field to date.
Recent Findings: The paper examines a number of areas including (i) similarities in structural characteristics of gambling and video gaming, (ii) structural characteristics in video games, (iii) narrative and flow in video games, (iv) structural characteristic taxonomies for video games, and (v) video game structural characteristics and game design ethics. Many of the studies carried out to date are small-scale, and comprise self-selected convenience samples (typically using self-report surveys or non-ecologically valid laboratory experiments).
Summary: Based on the small amount of empirical data, it appears that structural features that take a long time to achieve in-game are the ones most associated with problematic video game play (e.g., earning experience points, managing in-game resources, mastering the video game, getting 100% in-game). The study of video games from a structural characteristic perspective is of benefit to many different stakeholders including academic researchers, video game players, and video game designers, as well as those interested in prevention and policymaking by making the games more socially responsible. It is important that researchers understand and recognize the psycho-social effects and impacts that the structural characteristics of video games can have on players, both positive and negative
Can videogames be addicting? An investigation into the specific game features and personal characteristics associated with problematic videogame playing
The number of individuals who play videogames has increased dramatically in recent years. Unsurprisingly, the frequency with which patients seek psychotherapeutic services to help cope with problematic videogame playing (PVGP) behaviors has also risen. Thus, explorations into the specific characteristics of PVGP are essential now more than ever before. However, the current state of the literature primarily relies on comparisons between PVGP and pathological gambling, utilizing modified measures of the latter to assess the former. To date, no studies have attempted to adapt the diagnostic criteria for substance use disorder (SUD) in an effort to understand PVGP within the context of addiction. Further, few studies have explored the specific game characteristics and individual factors that contribute to the presence of PVGP.
The current study sought to address these questions by adapting the SUD criteria to address videogame-related behavior via a measure labeled as the Videogame Addiction Scale (VGAS). Comparisons of the psychometrics and criterion validity of the VGAS and leading measures of PVGP suggested the former was superior. Further, results indicated that higher levels of addiction were present in players who prefer the MMORPG and Shooter genres over all other types of games, with the former yielding significantly higher VGAS scores than the latter. Further, many of the structural characteristics of videogames were considered to be more enjoyable, important, and associated with longer playtimes for individuals with higher “addiction” scores than their low scoring counterparts. Lastly, a model of videogame addiction was generated that aligns with the current literature on substance use disorders. Specifically, impulsivity, maladaptive coping, weekly playtime, and particular structural characteristics all seem to relate to videogame addiction
Effect of the frustration of psychological needs on addictive behaviors in mobile videogamers. The mediating role of use expectancies and time spent gaming
Casual videogames (CVGs), played on smartphones, are becoming increasingly popular, especially among females and adults. Whereas the addictive potential of online (computer) videogames is well-established, there is yet insufficient evidence for Internet gaming disorder (IGD) in mobile gamers and for the mediating role of some mechanisms involved. The aim of this study is to investigate the impact of the frustration of psychological needs on mobile videogamers' addictive behavior as well as the role of cognitions (game-use expectancies) and behaviors (time spent playing) through a hypothesized serial mediation model, while controlling for important correlates, such as game genre, age, gender and payment during play. A total of 471 mobile game users (211 males) with an average age of 21.73 replied to an online survey containing sociodemographic and game variables, the Need Satisfaction and Frustration Scale (NSFS), the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and a slightly modified version of the Internet Use Expectancies Scale (IUES). The results corroborate the negative effects of need frustration on IGD among mobile gamers and clarify the role of time spent playing and game-use expectancies in the development of IGD, highlighting the important role of cognitions in this relationship. We conclude that both the time spent playing and game-use expectancies should be important targets for clinical interventions, even though they are not included in the diagnostic criteri
Exploring social gambling: scoping, classification and evidence review
The aim of this report is to speculate on the level of concern we might have regarding consumer risk in relation to ‘social gambling.’ In doing so, this report is intended to help form the basis to initiate debate around a new and under-researched social issue; assist in setting a scientific research agenda; and, where appropriate, highlight concerns about any potential areas that need to be considered in terms of precautionary regulation. This report does not present a set of empirical research findings regarding ‘social gambling’ but rather gathers information to improve stakeholder understanding
The development of a self-report questionnaire to measure problematic video game play and its relationship to other psychological phenomena
Problematic video game play is becoming a more frequent clinical presentation, and currently there is no standard way of measuring this phenomenon. This study operationalized this construct in a way that accurately reflects the existing literature and attempted to construct a valid measure based on this information. This new assessment instrument was evaluated by analyzing its factor structure on both 375 college-age participants and 314 online participants who endorsed being a regular video game player.
This area of research is still in its infancy, especially in regard to comorbid psychopathology. Consequently, this study surveyed participants’ subjective experience of depression and anxiety in conjunction with problematic video game-playing behaviors. In addition to existing theoretical findings, the study explored the relationship between problematic patterns of video game-playing behaviors and absorption in addition to participants’ general quality of life.
Results from this study supported that the Problematic Video Game Playing – Revised (PVGP-R) scale is a psychometrically sound and reliable method for measuring problematic video game play behaviors and shows much promise for future research. The results suggested that problematic video game play was correlated with absorption, depression, anxiety, and stress in men. Conversely, problematic video game play was only correlated with stress and absorption and was correlated weakly and in only one sample with depression and anxiety for women. The findings also suggested that quality of life was unrelated to problematic video game use regardless of gender in both samples. Finally, future directions for research were identified
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The development and validation of the Videogaming Motives Questionnaire (VMQ)
Gaming motives are important factors for explaining individual differences in videogame-related behaviors. The aim of the present study was to develop a new comprehensive but brief instrument–the Videogaming Motives Questionnaire (VMQ)–which embraces some of the most relevant gaming motives. In a first study, a pilot exploratory factor analysis (EFA) with data from 140 undergraduates was performed on items from twelve potential motives. This identified eight main factors: recreation, social interaction, coping, violent reward, fantasy, cognitive development, customization, and competition. In Studies 2 and 3, an EFA and a confirmatory factor analysis were performed on two independent samples of 407 adolescents and 260 young adults, respectively. The VMQ presented a robust eight-factor structure, with all scales showing adequate reliability indices. In reference to criterion validity, all motives presented specific associations with hours spent playing videogames, disordered gaming, and game genre preferences. More specifically, and in both adolescents and young adults, social interaction was the main motive related to time spent gaming, whereas disordered gaming was related to both coping and social interaction motives. Based on these findings, it is concluded that the VMQ is a brief and psychometrically appropriate tool for assessing the most relevant videogaming motives
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Shoot at first sight! First person shooter players display reduced reaction time and compromised inhibitory control in comparison to other video game players
Studies have shown that regular video game use might improve cognitive and social skills. In contrast, other studies have documented the negative outcomes of excessive gaming vis-à-vis health and socioprofessional spheres. Both positive and negative outcomes of video game use were linked to their structural characteristics (i.e., features that make the game appealing or are inducements for all gamers to keep playing regularly). The current study tested whether active video gamers from main genres (massively multiplayer online role-playing games, online first person shooter, multiplayer online battle arena) differed in a laboratory task that measured inhibitory control. Eighty-one gamers performed the Hybrid-Stop Task, assessing restraint (go/no-go trials) and cancellation (stop-signal trials) processes of a prepotent response. They completed additional self-reported questionnaires measuring demographics, problematic video game use, impulsivity traits, and depressive symptoms. Results showed that when confounding variables were controlled for, participants who favored online first person shooter were characterized by accelerated motor responses yet reduced abilities to cancel a prepotent response. No differences between groups were identified regarding the restraint process. The findings of this pilot study might have clear implications for video gaming research by supporting the critical importance of distinguishing between video game genres when considering their specific potential benefits and detrimental effects
UNDERSTANDING MOTIVATIONAL FACTORS OF PROBLEMATIC VIDEO GAMING IN THE USMC
The goals of this thesis were to assess the prevalence of problematic video gaming within the United States Marine Corps (USMC), identify the motivational factors that lead Marines to engage in video gaming, assess the effects of video gaming on Marines’ lives, and investigate whether Marines use video gaming as a maladaptive coping mechanism. Survey data (n = 1,098 Marines) were collected from three USMC commands. In total, 847 Marines (91%) reported playing video games. Recreation and coping with stress were the most frequently reported motivational factors for playing video games. Most gamers (91%) reported playing video games while at home/off duty. In contrast, 20% of gamers reported playing video games while on duty/in port and 36% reported playing video games while underway/deployed. In our sample, five Marines (2%) were classified as disordered gamers. Disordered gamers reported using dysfunctional coping styles more frequently than the rest of gamers. Disordered gamers reported more severe symptoms of depression and anxiety, higher levels of loneliness, elevated daytime sleepiness, and more symptoms suggestive of heavy drinking. These findings led to three recommendations: a) educate Marines on the risks of problematic video gaming and the factors associated with gaming addiction, b) educate Marines on sleep hygiene practices, and c) implement strategies to mitigate the effects of problematic video gaming.Naval Postgraduate School, Monterey, CA 93940Lieutenant Junior Grade, United States NavyApproved for public release. Distribution is unlimited
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