973 research outputs found

    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

    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

    Relationship between passion and motivation for gaming in players of massively multiplayer online role-playing games

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    Passion represents one of the factors involved in online video gaming. However, it remains unclear how passion affects the way gamers are involved in massively multiplayer online role-playing games (MMORPGs). The objective of the present study was to analyze the relationships between passions and motivations for online game playing. A total of 410 MMORPG players completed an online questionnaire including motives for gaming and the Passion Scale. Results indicated that passionate gamers were interested in relating with others through the game and exhibited a high degree of interest in discovery of the game, gaining leadership and prestige but little interest in escape from reality. However, some differences were observed with respect to the role of the two types of passion in the different types of motivation. Specifically, harmonious passion (HP) predicted higher levels of exploration, socialization, and achievement, in that order, while obsessive passion (OP) predicted higher levels of dissociation, achievement, and socialization. The present findings suggest that HP and OP predict different ways of engaging in MMORPGs and confirm that passion is a useful construct to help understand different motivational patterns demonstrated by MMORPG player

    Fighting \u27Stance\u27: The Role of Conversational Positioning in League of Legends (Multiplayer Online Battle Arena) Discourse

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    For researchers, the study of video game players - how they behave, interact, and cooperate in a virtual world – presents a challenge: what methodologies are best suited to approaching these interactions? From a sociolinguistic approach, how do gamers converse, and what do these conversations reveal about epistemic, affective, and political relationships? This study uses John DuBois’ Stance Theory (2007) and recent modifications of it (Kiesling 2022), to analyze data gathered from the popular multiplayer online battle-arena (MOBA) game League of Legends. It focuses on in-game interlocutors’ conversation samples to show their positioning, intersubjective alignment, and evaluation of a constantly changing speech environment. DuBois’ Stance Triangle permits visualization of the stances taken within such chat-room interactions that focus on player comments concerning the game, game-playing, and other gamers (as well as themselves). In the search for stance identity, DuBois’ model specifically seeks to understand the alignment between interlocutors, the evaluation each interlocutor makes of the stance object, and the position each interlocutor takes with regard to that object. This study builds on the work of researchers in stance-based analysis of gaming discourse (Sierra 2016), multimodality (Collister 2012), and language acquisition (Bakos 2018). This triangulation model will be supplemented with other discourse and pragmatic analyses when necessary, to interpret the stance-taking in a rapidly changing online environment filled with stances often likely to be related to ethical positions and displays of commentary on a range of topics, including the meta-game skills and abilities of the players, and extra-game references, and the intersection of these concepts in the construction of attitudinal positioning, stancetaking, and inter-personal dynamics in a common goal-motivated speech environment

    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

    Our Space: Being a Responsible Citizen of the Digital World

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    Our Space is a set of curricular materials designed to encourage high school students to reflect on the ethical dimensions of their participation in new media environments. Through role-playing activities and reflective exercises, students are asked to consider the ethical responsibilities of other people, and whether and how they behave ethically themselves online. These issues are raised in relation to five core themes that are highly relevant online: identity, privacy, authorship and ownership, credibility, and participation.Our Space was co-developed by The Good Play Project and Project New Media Literacies (established at MIT and now housed at University of Southern California's Annenberg School for Communications and Journalism). The Our Space collaboration grew out of a shared interest in fostering ethical thinking and conduct among young people when exercising new media skills
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