Literature DB >> 23690445

A formal anthropological view of motivation models of problematic MMO play: achievement, social, and immersion factors in the context of culture.

Jeffrey G Snodgrass1, H J Francois Dengah, Michael G Lacy, Jesse Fagan.   

Abstract

Yee (2006) found three motivational factors-achievement, social, and immersion-underlying play in massively multiplayer online role-playing games ("MMORPGs" or "MMOs" for short). Subsequent work has suggested that these factors foster problematic or addictive forms of play in online worlds. In the current study, we used an online survey of respondents (N = 252), constructed and also interpreted in reference to ethnography and interviews, to examine problematic play in the World of Warcraft (WoW; Blizzard Entertainment, 2004-2013). We relied on tools from psychological anthropology to reconceptualize each of Yee's three motivational factors in order to test for the possible role of culture in problematic MMO play: (a) For achievement, we examined how "cultural consonance" with normative understandings of success might structure problematic forms of play; (b) for social, we analyzed the possibility that developing overvalued virtual relationships that are cutoff from offline social interactions might further exacerbate problematic play; and (c) in relation to immersion, we examined how "dissociative" blurring of actual- and virtual-world identities and experiences might contribute to problematic patterns. Our results confirmed that compared to Yee's original motivational factors, these culturally sensitive measures better predict problematic forms of play, pointing to the important role of sociocultural factors in structuring online play.

Keywords:  Internet addiction; computer games; immersion; problematic MMO play

Mesh:

Year:  2013        PMID: 23690445     DOI: 10.1177/1363461513487666

Source DB:  PubMed          Journal:  Transcult Psychiatry        ISSN: 1363-4615


  11 in total

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2.  Positive mental well-being and immune transcriptional profiles in highly involved videogame players.

Authors:  Jeffrey G Snodgrass; Michael G Lacy; H J François Dengah; Evan R Polzer; Robert J Else; Jesusa M G Arevalo; Steven W Cole
Journal:  Brain Behav Immun       Date:  2019-07-31       Impact factor: 7.217

Review 3.  Risk factors of Internet addiction and the health effect of internet addiction on adolescents: a systematic review of longitudinal and prospective studies.

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Review 4.  Internet gaming addiction: current perspectives.

Authors:  Daria J Kuss
Journal:  Psychol Res Behav Manag       Date:  2013-11-14

5.  DSM-5 diagnosis of Internet Gaming Disorder: Some ways forward in overcoming issues and concerns in the gaming studies field.

Authors:  Daria J Kuss; Mark D Griffiths; Halley M Pontes
Journal:  J Behav Addict       Date:  2017-06-01       Impact factor: 6.756

6.  The cross-cultural expression of internet gaming distress in North America, Europe, and China.

Authors:  Jeffrey G Snodgrass; Wen Zhao; Michael G Lacy; Shaozeng Zhang; Rachel Tate
Journal:  Addict Behav Rep       Date:  2018-11-23

Review 7.  The Associations Between Gaming Motivation and Internet Gaming Disorder: Systematic Review and Meta-analysis.

Authors:  Hsin-Yi Wang; Cecilia Cheng
Journal:  JMIR Ment Health       Date:  2022-02-17

8.  The Prevalence of Internet Addiction in Turkish Adolescents with Psychiatric Disorders.

Authors:  Ahmet Yar; Özlem Yıldız Gündoğdu; Ümit Tural; Nursu Çakin Memik
Journal:  Noro Psikiyatr Ars       Date:  2019-07-16       Impact factor: 1.339

9.  What You Know, What You Do, and How You Feel: Cultural Competence, Cultural Consonance, and Psychological Distress.

Authors:  William W Dressler; Mauro C Balieiro; José E Dos Santos
Journal:  Front Psychol       Date:  2018-01-15

10.  Addressing problematic video game use: A multimethod, dual-context perspective on leisure-time use.

Authors:  Antonius J Van Rooij; Laura M Nijkamp
Journal:  J Behav Addict       Date:  2018-07-16       Impact factor: 6.756

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