6,452 research outputs found

    Impulsivity in Multiplayer Online Battle Arena gamers: preliminary results on experimental and self-report measures

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    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

    Can videogames be addicting? An investigation into the specific game features and personal characteristics associated with problematic videogame playing

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    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

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    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

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    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

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    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

    UNDERSTANDING MOTIVATIONAL FACTORS OF PROBLEMATIC VIDEO GAMING IN THE USMC

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    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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