6,816 research outputs found
Recommended from our members
MOTIVATIONS FOR SOCIAL NETWORK SITE (SNS) GAMING: A USES AND GRATIFICATION & FLOW PERSPECTIVE
The penetration of the internet, smart-phones and tablets has witnessed tremendous increase in the number of people playing online games in the past few years. Social networking site (SNS) games are a subset of digital games. They are platform based, multiplayer and reveal the real identity of the player. These games are hosted on social networks such as Facebook, where in people play with many other players online. The risks associated with social network gaming are addiction, theft, fraud, loneliness, anxiety, aggression, poor academic performance, cognition distortion etc. This study aims to understand the user motivations to continue to play social networking games and spread a word of mouth for these games. To understand this phenomenon, Uses and Gratification theory (U&G) along with flow and immersion have been considered as the antecedents. A total of 242 respondents comprising of 125 participants who play social networking games and 117 participants who do not play social networking games completed the survey. This aided in understanding the participants’ motivations and inhibitions towards playing social networking games. The present findings indicate that gratifications, flow and immersion are significantly related to the continuance motivation, which in turn is significantly related to word of mouth
Internet Gaming Disorder in children and adolescents
The American Psychiatric Association recently included Internet gaming disorder (IGD) as a potential diagnosis, recommending that further study be conducted to help illuminate it more clearly. This paper is a summary of the review undertaken by the IGD Working Group as part of the 2015 National Academy of Sciences Sackler Colloquium on Digital Media and Developing Minds. By using measures based on or similar to the IGD definition, we found that prevalence rates range between ∼1% and 9%, depending on age, country, and other sample characteristics. The etiology of IGD is not well-understood at this time, although it appears that impulsiveness and high amounts of time gaming may be risk factors. Estimates for the length of time the disorder can last vary widely, but it is unclear why. Although the authors of several studies have demonstrated that IGD can be treated, no randomized controlled trials have yet been published, making any definitive statements about treatment impossible. IGD does, therefore, appear to be an area in which additional research is clearly needed. We discuss several of the critical questions that future research should address and provide recommendations for clinicians, policy makers, and educators on the basis of what we know at this time
Response to the consultation ‘Regulating On-line Gambling in the EU: Recent Developments and Current Challenges from the Internal Market Standpoint'
This is a collaborative submission from a group of academics based in the UK with expertise in information technology law and related areas. The preparation of this response has been funded by the Information Technology Think Tank, which is supported by the Arts and Humanities Research Council and led by the SCRIPT/AHRC Centre for Research in Intellectual Property and Technology, University of Edinburgh. This response has been prepared by Abhilash Nair and Dinusha Mendis
Female gamers’ experience of online harassment and social support in online gaming: a qualitative study
Female gaming is a relatively under-researched area, and female gamers often report experiencing harassment whilst playing online. The present study explored female experiences of social support while playing online video games, because of the previous research suggesting that females often experience harassment and negative interactions during game play. Data were collected from an online discussion forum, and comprised posts drawn from 271 female gamers. Thematic analysis of the discussions suggested that a lack of social support and harassment frequently led to female gamers playing alone, playing anonymously, and moving groups regularly. The female gamers reported experiencing anxiety and loneliness due to this lack of social support, and for many, this was mirrored in their experiences of social support outside of gaming. The female gamers frequently accepted the incorporation into their gaming of specific coping strategies to mitigate online harassment, including actively hiding their identity and avoiding all forms of verbal communication with other players. These themes are discussed in relation to relevant research in the area, along with recommendations for future research and consideration of possible explanations for the themes observed
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
- …