Literature DB >> 17305447

Experiences of time loss among videogame players: an empirical study.

Richard T A Wood1, Mark D Griffiths, Adrian Parke.   

Abstract

Playing videogames is now a major leisure pursuit, yet research in the area is comparatively sparse. Previous correlational evidence suggests that subjective time loss occurs during playing videogames. This study examined experiences of time loss among a relatively large group of gamers (n = 280). Quantitative and qualitative data were collected through an online survey. Results showed that time loss occurred irrespective of gender, age, or frequency of play, but was associated with particular structural characteristics of games such as their complexity, the presence of multi-levels, missions and/or high scores, multiplayer interactions, and plot. Results also demonstrated that time loss could have both positive and negative outcomes for players. Positive aspects of time loss included helping players to relax and temporarily escape from reality. Negative aspects included the sacrificing of other things in their lives, guilty feelings about wasted time, and social conflict. It is concluded that for many gamers, losing track of time is a positive experience and is one of the main reasons for playing videogames.

Mesh:

Year:  2007        PMID: 17305447     DOI: 10.1089/cpb.2006.9994

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  16 in total

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Authors:  Simon Tobin; Nicolas Bisson; Simon Grondin
Journal:  PLoS One       Date:  2010-02-17       Impact factor: 3.240

5.  Working towards an international consensus on criteria for assessing internet gaming disorder: a critical commentary on Petry et al. (2014).

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Journal:  Addiction       Date:  2016-01       Impact factor: 6.526

6.  Prospective and retrospective time estimates of children: a comparison based on ecological tasks.

Authors:  Nicolas Bisson; Simon Tobin; Simon Grondin
Journal:  PLoS One       Date:  2012-03-06       Impact factor: 3.240

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8.  The problematic use of Information and Communication Technologies (ICT) in adolescents by the cross sectional JOITIC study.

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Journal:  BMC Pediatr       Date:  2016-08-22       Impact factor: 2.125

9.  Prior task experience affects temporal prediction and estimation.

Authors:  Simon Tobin; Simon Grondin
Journal:  Front Psychol       Date:  2015-07-06

10.  Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study.

Authors:  Damien C Hull; Glenn A Williams; Mark D Griffiths
Journal:  J Behav Addict       Date:  2013-04-12       Impact factor: 6.756

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