133 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

    How science, technology, engineering, mathematics (STEM) project-based learning improves student learning

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    The purpose of this paper is to examine how extra-curricular and academic performance is affected by student participation in Science, Technology, Engineering and Mathematics (STEM) under project-based learning (PBL) activities. General observation and quantitative analysis was used to evaluate the two aspects. A solar car team project under the philosophy of STEM and PBL is developed and more than two hundred students from electrical and mechanical engineering field participated in the team project and learnt the STEM PBL core value. The team aims to develop a solar-powered vehicle to demonstrate the viability of a renewable energy through the use of green transportation, to promote the awareness of environmental sustainability among the public. It also provides students with an opportunity to put theoretical knowledge into practice, gain hands-on experience, and practice project management skills during development, and thus leading student to understanding science and new technology; and practising engineering skills and mathematics. Till now, six solar vehicles were built with the massive efforts of students. Moreover, design thinking process is adopted to engage and motivate students to learn and develop in the team. The entire process includes the following steps: ā€˜Empathizeā€™, allowing students to learn about their audience for their designing process; ā€˜Defineā€™, constructing a point of view that is based on user needs and insights; ā€˜Ideateā€™, brainstorming and coming up with creative solutions; ā€˜Prototypeā€™, building a rePresentation of one or more of student ideas to show to others and ā€˜testā€™, returning to original user group and testing their ideas for feedback. The team students showed significantly growth rates on research, planning, project implementation and reporting. The team also assists studentsā€™ further STEM studies and STEM career planning, and the nurturing of diversified talents with a range of capabilities at different levels in STEM knowledge development. In addition, the team organizes solar car workshops and demonstrations, and supervises group projects for secondary school students. Result of the study implied that STEM with PBL in school benefitted students in that they achieved a greater extension on extra-curricular and academic aspect, especially gaining more solid knowledge in technology and engineering

    Understanding massively multiplayer online role-playing game addiction : a hedonic management perspective.

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    Massively multiplayer online roleā€playing game (MMORPG) addiction presents a serious issue worldwide and has attracted increasing attention from academic and other public communities. This article addresses this critical issue and fills research gaps by proposing and testing a research model of MMORPG addiction. Building on the conceptual foundation of the hedonic management model of addiction and the technology affordance perspective, we develop a research model explaining how MMORPG affordances (ie, achievement, social and immersion affordances) are associated with the duality of hedonic effects (ie, perceived positive mood enhancement and perceived negative mood reduction) and the extent of MMORPG addiction. Using structural equation modelling, we empirically test our research model with 406ā€‰MMORPG players. The results show that both perceived positive mood enhancement and perceived negative mood reduction positively correlate with the extent of MMORPG addiction. Furthermore, achievement and immersion affordances are positively associated with the duality of hedonic effects, whereas social affordance is not. Our study contributes to the growing body of technology addiction literature by revealing the relationships between the two hedonic effects and the extent of MMORPG addiction, and by offering a contextualised explanation of the role of MMORPG affordances in these relationships. We offer an alternative perspective on the farā€reaching, unintended relationships between technological affordances and addictive technology use. Our study provides game developers and policymakers with insights into preventing MMORPG addiction to create an entertaining, healthy virtual playground

    Online Disinhibition: Conceptualization, Measurement, and Relation to Aggressive Behaviors

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    The Internet has changed the way we communicate and interact with other people. Individuals become loosen up and feel less restrained to say or do things in the online space that they would not ordinarily say and do in the offline environment. This online disinhibition effect has been found to be associated with online aggressive and deviant behaviors. Though the concept of online disinhibition has been introduced to the literature for almost two decades, there is still a lack of consensus regarding its conceptualization and operationalization. In this research-in-progress paper, we first revisit the concept of online disinhibition. We then propose a rigorous approach in scale development and validation. We believe that this research will contribute to the development of literature related to the societal impacts of technology use. The newly developed and validated measures of online disinhibition will be added to the repository of rigorous research instruments

    Technology-Mediated Self-Regulation: An Implication for Preventing Online Gaming Addiction

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    Self-regulation has assumed an important role in online gaming addiction. Although the role of self-regulation has received increasing scholarly attention in the past decade, research on self-regulation remains new in the information systems literature. There is also a lack of understanding of how technological design features can enhance oneā€™s self-regulation and thus prevent online gaming addiction. Therefore, we attempt to bridge these research gaps by identifying technological design features that can enhance oneā€™s self-regulation in online gaming, as well as by developing a research model to explain how technological design features influence oneā€™s online gaming addiction through the self-regulatory mechanisms. In this research-in-progress paper, we present our research model and hypotheses and describe our research design. We expect that this study contributes to our understanding of the intervention and prevention in the domain of technology addiction

    The Excessive Use of Massively Multiplayer Online Games: A Theoretical Investigation

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    Online gaming has become one of the most popular forms of Internet applications and online entertainments today, and has reshaped the ways people communicate and interact. Massively multiplayer online games (MMOGs), being highly challenging, interactive, immersive and persistent, are however often presented as being potentially dangerous of leading gamers to play excessively. Despite a rising concern over this emerging global issue, the theoretical understanding of the excessive use of MMOGs is lacking in the IS literature. Therefore, the main objective of this study is to propose a research model to theoretically explain the development of excessive use of MMOGs. We tested our research model in longitudinal design using an online survey with 602 active MMOGs users. Our results suggested that mood regulation derived from using MMOGs predicts the excessive use. Motivations for playing MMOGs, achievement and immersion, are found important in determining mood regulation. This study provides a theoretical explanation of excessive use of MMOGs, and the results help researchers and practitioners understand the main drivers and mechanisms of the development of excessive use of MMOGs

    THE URGE TO CHECK SOCIAL NETWORKING SITES: ANTECEDENTS AND CONSEQUENCES

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    Social networking sites (SNSs), combined with the rapid growth trajectory of mobile devices, and widespread deployment of mobile data services, have evolved as a primary platform for daily social interaction. While the majority of users enjoy frequent interactions with their friends and family members, some users suffer from incessant urges to check up on the lives of others on their social networks. In the last decade, the use of SNSs has received much attention in the IS literature. Not until recently, researchers have begun to examine the dark side of using SNSs. In this study, we attempt to advance existing literature by exploring the role of urges in the context of SNSs. Particularly, we propose a research model that examines the antecedents and consequences of the urge to check SNSs. We will test the model with SNS users using structural equation modeling. We believe that current work will enrich the existing literature on the dark side of SNS use, and raise the awareness in the community regarding this emerging phenomenon

    A LITERATURE ANALYSIS ABOUT SOCIAL INFORMATION CONTRIBUTION AND CONSUMPTION ON SOCIAL NETWORKING SITES

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    Social networking sites (SNSs) have emerged as a center for daily social interactions. Every day, millions of users contribute information about themselves, and consume information about others on SNSs. In recent years, we have witnessed a growing number of studies on the issue of social information contribution and consumption behaviors on SNSs. This paper aims to provide a systematic literature review on this topic across different disciplines to understand the current research state and shed light on controversial findings of SNS usage regarding usersā€™ well-being. We identified 126 relevant articles published between 2008 and 2014, and provide an overview of their antecedents and associated outcomes. Our analysis reveals that a majority of existing work focused primarily on social information contribution, its antecedents and favorable outcomes. Only few studies have dealt with contribution behavior and the dark sides of SNS use. Nevertheless, we could identify different characteristics of social information determining the favorability of contribution behavior. Further, we categorized the scarce papers of consumption behavior regarding the social information characteristics and identified different underlying processes: social comparison, monitoring and browsing. These findings contribute to the Information Systems (IS) discipline by consolidating previous knowledge about SNS usage patterns and individual well-being
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