3,098 research outputs found

    Understanding the Development of Problematic Use of Massively Multiplayer Online Game

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    Online gaming has become one of the most popular forms of online leisure activity today. Massively multiplayer online game (MMOG), being highly persistent and immersive, is however often presented as being potentially dangerous of leading to problematic use. Despite a rising concern over this emerging societal challenge, the theoretical understanding of problematic use of MMOG is lacking in the information systems literature. Therefore, the objective of this study is to propose and empirically test a theory-guided model that explains the development of problematic use of MMOG. We built our research model on the hedonic management model of addictions, and explained the role of mood modification and deficient self-regulation in the development of problematic use of MMOG. We will validate the research model using longitudinal survey design and structural equation modeling approach. We believe that the current work presents significant implications to both research and practice

    A phenomenological study of problematic internet use with massively multiplayer online games

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    Massively multiplayer online games (MMOG’s) are a specific form of online computer games that allow for millions of people to simultaneously play online at any time. This form of online gaming has become a huge phenomenon worldwide both as a popular past time and a business endeavour for many individuals. There are more than 16 million people worldwide who subscribe to fantasy role-playing online games. Although such games can provide entertainment for many people, they can also lead to problematic Internet use (PIU). PIU has also been referred to as Internet addiction, and can cause significant problems in an individual’s functioning. The study aimed to enhance a greater understanding of the phenomenon of male adults’ experiences PIU with MMOG’s. More specifically the study aims to identify if PIU with MMOG’s can be considered a form of Internet addiction within South Africa. Furthermore, assisting in the further development of online addiction diagnosis and treatment strategies. The study utilised an interpretive phenomenological approach (IPA) and participants were purposively sampled. The data was collected using semi-structured individual interviews. Furthermore, Braun and Clarks thematic analysis was used during data analysis while incorporating the four major processes in phenomenological research, namely 1) epoche, 2) phenomenological reduction, 3) imaginative variation and, 4) synthesis. Themes that emerged from the analysis of the participants’ experiences included, initial description of use, motives for continued use of MMOG’s, consequences of PIU with MMOG’s, perceptions of PIU with MMOG’s, and treatment considerations. This study provided a thick description of South African and international literature and combines the literature with the themes that emerged from the participants experiences in order to produce discussions based on the findings of this qualitative study. Conclusions, recommendations, and limitations of this study informed future research on cyber citizenship by providing a detailed understanding of the context of South African male adults’ experiences of PIU with MMOG’s

    Spanish validation of the Internet Gaming Disorder-20 (IGD-20) Test

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    In recent years, problematic and addictive gaming has been a phenomenon of growing concern worldwide. In light of the increasing awareness about this issue, the latest (fifth) edition of the American Psychiatric Association’s Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder (IGD) as an area in need of more empirical research. The Internet Gaming Disorder Test (IGD-20 Test) was developed as a valid and reliable tool to assess IGD. The aim of the present study was to validate the Spanish version of the IGD-20 Test, and analyze the different profiles found among a sample of 1,074 Spanish-speaking gamers. A confirmatory factor analysis showed the validity of the Spanish version of the IGD-20 Test and its six factor structure (i.e., salience, mood modification, tolerance, withdrawal, conflict and relapse). The latent profile analysis (LPA) showed five different gamer classes. The 'disordered gamers’ class comprised 2.6% of the participants. Based on this class, sensitivity and specificity analyses showed an adequate empirical cut-off point of 75 (out of 100). It is concluded that the Spanish version of the IGD-20 Test is valid and reliable and can be used in research into IGD among Spanish speaking populations

    Game Time: Not Too Much, Nor Too Little

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    The amount of time young adults spend on online gaming has drawn attention from governments and academics. While these concerns posit a spatial separation between the game world and reality, they fail to understand the gaming activity in relation to individuals’ overall life. An alternative framing of gaming as leisure activities can yield greater insight. This research examines the temporal experience and the meaning of playing online games within a community of Chinese full-time college students. Observing their gaming routine, I try to answer: how do college students interpret the time they devote to gaming? In addition, how does the calculation of time for gaming differ from time in the game? Based on the research, I find that although the participants devote a significant amount of time on gaming, they are capable of prioritizing school obligations, making efforts to achieve a balance between work and leisure. Essentially, they regard gaming as a serious leisure and desire better performance through practicing. The findings suggest that the moral panic against online gaming, particularly in the Chinese society, is shaped by the interaction between the central regulation on internet use, the fear-delivering media representation, and the transformative work-leisure relation

    Learning in virtual worlds : Using communities of practice to explain how people learn from play

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    Although there is interest in the educational potential of online multiplayer games and virtual worlds, there is still little evidence to explain specifically what and how people learn from these environments. This paper addresses this issue by exploring the experiences of couples that play World of Warcraft together. Learning outcomes were identified (involving the management of ludic, social and material resources) along with learning processes, which followed Wenger’s model of participation in Communities of Practice. Comparing this with existing literature suggests that productive comparisons can be drawn with the experiences of distance education students and the social pressures that affect their participation

    Putting the "Fun Factor" Into Gaming: The Influence of Social Contexts on Experiences of Playing Videogames

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    The increasingly social nature of gaming suggests the importance of understanding its associated experiences and potential outcomes. This study examined the influence of social processes in gameplay and different gaming contexts on the experience of individual and group flow when engaged in the activity. It also examined the affective experiences associated with different types of social gaming. The research consisted of a series of focus groups with regular gamers. The results of the thematic analysis revealed the importance of social belonging, opportunities for social networking and the promotion of social integration for game enjoyment. However, social experiences could also facilitate feelings of frustration in gameplay as a result of poor social dynamics and competitiveness. The analysis furthermore suggested that group flow occurs in social gaming contexts, particularly in cooperative gameplay. A number of antecedents of this shared experience were identified (e.g., collective competence, collaboration, task-relevant skills). Taken together, the findings suggest social gaming contexts enhance the emotional experiences of gaming. The study demonstrates the importance of examining social gaming processes and experiences to further understand their potential influence on associated affective outcomes. Areas of further empirical research are discussed in reference to the study’s findings

    A Systematic Review and Meta-Analysis of Player Motivations and Problematic Involvement in Multiplayer Online Games: Exploring an Alternative Diagnostic Approach that Minimizes the Risk of Pathologizing Healthy Gaming Behaviors

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    More than 80 million people in the United States play online video games, and this prevalent form of entertainment has enabled players from various geographic settings to interact in highly complex and realistic virtual worlds. However, despite the popularity of online gaming and the evolution of a socially oriented culture, the rapid growth of the industry has raised concerns among parents, educators, clinicians, and the general public about the potential consequences of online gaming. The proposal to classify Internet gaming disorder as a behavioral addiction has produced considerable debate as to whether the classification is empirically justified. Evidence suggests that problematic online gaming cannot be measured using addiction criteria because of its inability to distinguish problematic usage from high levels of healthy engagement. The purpose of this study was to explore an alternative, non-addiction approach that would minimize the risk of pathologizing healthy gaming behaviors. A systematic review and random-effects meta-analysis was conducted to measure the relationships between player motivations and gaming-related problems. Results indicated that escapism and advancement were strongly associated with gaming-related problems. Teamwork and discovery were found to be unassociated with gaming-related problems. Implications regarding the complexity of the escapism construct, the need for a deeper understanding of advancement, the relevance of motivations that are unassociated with problems, and methodological issues within the literature are discussed. Recommendations for researchers, parents, gamers, clinicians, policy makers, and executive leaders are also provided

    Massively Multiplayer Online Gamers: Motivations and Risks

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    Massively multiplayer online games (MMOGs) are a popular type of online video game. While these games and their players have been studied previously, there is gap in the literature that examines the relationship between one’s motivation to play MMOGs and loneliness, depression, and problematic use. For this study, 440 players of World of Warcraft (WoW), a popular MMOG, completed a demographics questionnaire and four measures, including Williams, Yee, & Caplan’s (2008) motivation measure, Peter’s & Malesky’s (2008) World of Warcraft-specific Problematic Usage-Engagement Questionnaire, UCLA’s Loneliness scale, and The Depression Anxiety Stress Scales. Results from quantitative analyses suggest that MMO players who are motivated to play for reasons of achievement and immersion are more likely to experience problematic use than those persons who play for social motivations. Loneliness and depression were only positively related with immersion motivated players, and there exists a significant negative relationship between social motivation and depression. These results suggest that gamers who play WoW for immersive reasons are the most at-risk in comparison to their peers. Implications for counseling, limitations, and directions for future research are discussed

    Problematic Use of Massively Multiplayer Online Games: Scale Development and Validation

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    With the rise of the Internet, the new phenomenon of problematic use of online games has emerged, particularly with the popular genre of massively multiplayer online games (MMOGs). Currently, there are a growing number of reported cases of problematic MMOGs use and related negative outcomes. Though the concept of problematic MMOGs use has received considerable attention in the psychology community, there is still a lack of general consensus regarding its dimensionality, operationalization, and development, as well as a paucity of theory-guided empirical research. Thus, this study attempts to bridge research gaps by operationalizing and empirically validating a scale to measure problematic MMOGs use. In this research-in-progress paper, we propose a rigorous approach in developing and validating a problematic MMOGs use scale. The authors believe that this research will contribute to an understanding of the phenomenon and development of problematic MMOGs use in IS research, and add to the repository of rigorous research instruments for researchers to use

    Online Gaming Issues in Offline Couple Relationships: A Primer for Marriage and Family Therapists (MFTs)

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    Although the challenges around participation in online gaming grow, gamers and their partners who experience online relationship issues related to gaming, present a new set of treatment challenges for therapists. In this article, we report on the findings of a hermeneutic research study aimed at evaluating the scholarly literature related to online gaming and interpret these texts to determine the effect such online activity has on the couple relationship. We reviewed 18 articles published between 1998 and 2010 related to online gaming and interpersonal relationships, focusing solely on empirical articles related to the search criteria. Our interpretation of the text concluded that online gaming might add to and/or interfere with a couple’s life. Based on these potential problem areas, practical considerations for treatment are also outlined
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