4 research outputs found

    Online Video Game Addiction: A Review and an Information Systems Research Agenda

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    Using IT systems for extensive amounts of time can have negative affects on one’s life. In particular, online video games have received recent attention for their potential addictive nature. While most scholarly works in this domain have been performed by psychologists and psychiatrists, this manuscript posits that there is a great opportunity for information systems researchers to provide a unique contribution in understanding this phenomenon. A selective literature review is conducted to develop an information systems-based framework that maps extant video game research and identifies research gaps

    Dualistic Model of Passionate Video Gameplay: Addiction or Flow?

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    The video game industry is expanding rapidly and video games have become an important part of our society. However, it is still unclear if the increasing amount of time spent on playing video games causes positive or negative consequences. This research-in-progress paper proposes a model, rooted in the Dualistic Model of Passion, to explain why video games can create addiction or non-pathological flow in video game players based on gamers’ type of passion for video gameplay. Moreover, this research aims to explain the environmental and personal factors that define different forms of passion towards video games. The findings of this research will also clarify the role of emotional reactions during video gameplay on gamers’ subjective well-being

    The Role of Competitiveness in the Cognitive Absorption of Video Games

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    The holistic experience of IT artifacts can be seen in the immersive interaction of video game players. This interaction has been attributed to a State of Flow with the IT artifact. This state, which often results in users devoting a significant amount of time and effort with the IT, has been captured through the construct of cognitive absorption. In this research in progress paper, we describe how interactions with an IT – in particular with video games – can be perceived as being competitive. Moreover, we aim to investigate the process through which emotional responses to a competitive situation emerge and how they influence the experience of cognitive absorption. Further, we aim to examine the role of personality traits on the video game players’ emotional experience. The findings of this research in progress can ultimately highlight the role of emotions for immersive game-based learning environments
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