Literature DB >> 21494046

Motivations to play specifically predict excessive involvement in massively multiplayer online role-playing games: evidence from an online survey.

Francesca Zanetta Dauriat1, Ariane Zermatten, Joël Billieux, Gabriel Thorens, Guido Bondolfi, Daniele Zullino, Yasser Khazaal.   

Abstract

BACKGROUND: Several studies have linked massively multiplayer online role-playing games (MMORPGs) with possible problematic usage or internet addiction. AIMS: The main goal of the present study was to assess links between motivations to play in MMORPGs and addictive involvement in such types of games.
METHODS: A total of 696 gamers responded to an online survey. RESULTS AND
CONCLUSION: Five distinct motivations to play were identified in gamers: achievement, socializing, immersion, relaxing and escaping. Multiple regression analysis revealed that addictive MMORPG use patterns are predicted by achievement, escapism and socializing motives. Gender was also a significant predictor of problematic involvement in MMORPGs. Moreover, addictive MMORPG use positively correlated with the weekly time devoted to playing MMORPGs.
Copyright © 2011 S. Karger AG, Basel.

Mesh:

Year:  2011        PMID: 21494046     DOI: 10.1159/000326070

Source DB:  PubMed          Journal:  Eur Addict Res        ISSN: 1022-6877            Impact factor:   3.015


  36 in total

1.  Greek version of the Internet Addiction Test: a validation study.

Authors:  Zoi Tsimtsiou; Anna-Bettina Haidich; Stamatia Kokkali; Theodoros Dardavesis; Kimberly S Young; Malamatenia Arvanitidou
Journal:  Psychiatr Q       Date:  2014-06

2.  French validation of the compulsive internet use scale (CIUS).

Authors:  Yasser Khazaal; Anne Chatton; Alessandra Horn; Sophia Achab; Gabriel Thorens; Daniele Zullino; Joël Billieux
Journal:  Psychiatr Q       Date:  2012-12

3.  Virtually ostracized: studying ostracism in immersive virtual environments.

Authors:  Matthew P Kassner; Eric D Wesselmann; Alvin Ty Law; Kipling D Williams
Journal:  Cyberpsychol Behav Soc Netw       Date:  2012-08

4.  Impulsivity and Alexithymia in Virtual Worlds: A Study on Players of World of Warcraft.

Authors:  Noemi Rosa Maganuco; Antonino Costanzo; Laura Rosa Midolo; Gianluca Santoro; Adriano Schimmenti
Journal:  Clin Neuropsychiatry       Date:  2019-06

5.  Effect of Parental Perception on the Prevalence of Adolescent Internet Gaming Disorder During the COVID-19 Pandemic.

Authors:  Soyeon Lee; Seo-Koo Yoo; Young Don Son; Sun Mi Kim; Doug Hyun Han
Journal:  Psychiatry Investig       Date:  2022-05-23       Impact factor: 3.202

6.  Problem Gaming: A Short Primer.

Authors:  Thomas E Gorman; Douglas A Gentile; C Shawn Green
Journal:  Am J Play       Date:  2018

7.  Arabic validation of the Compulsive Internet Use Scale (CIUS).

Authors:  Yasser Khazaal; Anne Chatton; Khodor Atwi; Daniele Zullino; Riaz Khan; Joël Billieux
Journal:  Subst Abuse Treat Prev Policy       Date:  2011-11-29

8.  The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey.

Authors:  Orsolya Király; Róbert Urbán; Mark D Griffiths; Csilla Ágoston; Katalin Nagygyörgy; Gyöngyi Kökönyei; Zsolt Demetrovics
Journal:  J Med Internet Res       Date:  2015-04-07       Impact factor: 5.428

Review 9.  Video Game Use in the Treatment of Amblyopia: Weighing the Risks of Addiction.

Authors:  Chaoying S Xu; Jessica S Chen; Ron A Adelman
Journal:  Yale J Biol Med       Date:  2015-09-03

10.  A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course.

Authors:  Geoffrey L Ream; Luther C Elliott; Eloise Dunlap
Journal:  J Addict Res Ther       Date:  2013-05-21
View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.