| Literature DB >> 25215196 |
Damien C Hull1, Glenn A Williams1, Mark D Griffiths1.
Abstract
AIMS: Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video game addiction.Entities:
Keywords: flow; happiness; structural characteristics of video games; video game addiction
Year: 2013 PMID: 25215196 PMCID: PMC4117294 DOI: 10.1556/JBA.2.2013.005
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
Figure 1.Flow in relation to video game play. Adapted from Csíkszentmihályi (1992)
Taxonomy of video game structural characteristics
| Feature type | Sub-features | Example |
| Social features | Social utility features | In-game voice and text chat |
| Social information/utility features | Guilds/clans in MMORPGs | |
| Leader board features | “Hall of fame” - high score list | |
| Support network features | Internet forums, strategy guides | |
| Manipulation and control features | User input features | “Combos”, “hot keys“ |
| Save features | Checkpoints, “quicksave“ | |
| Player management features | Managing multiple resources | |
| Non-controllable features | Scripted events, loading screens | |
| Narrative and identity features | Avatar creation features | Choice of sex, race, attributes |
| Story telling device features | Cut scenes, Mission briefing | |
| Theme and genre features | “Roleplaying”, “Shooting“ | |
| Reward features | General reward type features | Experience points, bonuses |
| Meta-game reward features | Xbox 360 achievement points | |
| Intermittent reward features | Increasing difficulty or levels | |
| Payout interval features | Rewarded instantly for playing | |
| Punishment features | Punishment features | Losing a life, restarting a level |
| Negative reward features | Gaining health, repairing items | |
| Near miss features | Difficult “boss” at end of level | |
| Event frequency features | Unlimited replayability of game | |
| Event duration features | MMORPGs have no endpoint | |
| Presentation features | Graphics and sound features | Realistic sounds, fast music |
| Franchise features | Trade-marked names, e.g. Mario | |
| Explicit content features | Violence, drug use, nudity | |
| In-game advertising features | Real-life brands, sponsors, logos |
Note: Adapted from King, Delfabbro and Griffiths (2010).
Correlation matrix – Relationship of predictor variables with total gaming addiction scores
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | |
| 1. Total GAS | − | |||||||||||||||
| 2. Social features | .24* | − | ||||||||||||||
| 3. Manipulation/control features | .19* | .12 | − | |||||||||||||
| 4. Narrative and identity features | .06 | .17* | .49* | − | ||||||||||||
| 5. Presentation features | .12 | .55* | .34* | .41* | − | |||||||||||
| 6. Reward features | .17* | .44* | .42* | .33* | .55* | − | ||||||||||
| 7. Balance for challenges & ability | .02 | −.01 | .10 | .09 | .05 | .08 | − | |||||||||
| 8. Merging of action & awareness | .21* | .28* | .01 | .10 | .21* | .24* | .26* | − | ||||||||
| 9. Clearly set goals | .03 | .07 | .07 | .06 | .11 | .06 | .59* | .34* | − | |||||||
| 10. Unambiguous feedback | −.01 | −.05 | .06 | −.01 | .06 | .05 | .64* | .37* | .75* | − | ||||||
| 11. Concentration on task | .05 | .02 | .08 | −.02 | .03 | .10 | .43* | .31* | .61* | .59* | − | |||||
| 12. Sense of control | .05 | −.05 | .14 | .08 | .03 | −.01 | .59* | .37* | .68* | .71* | .65* | − | ||||
| 13. Loss of self-consciousness | −.11 | .04 | −.02 | .10 | .03 | −.04 | −.05 | .07 | .11 | −.02 | .06 | .16* | − | |||
| 14. Distortion of time perception | .43* | .10 | .15 | .25* | .14 | .09 | .00 | .16* | .07 | −.08 | .14 | .07 | −.00 | − | ||
| 15. Autotelic experience | .15 | .04 | .19* | .19* | −.01 | .18* | .53* | .31* | .59* | .51* | .63* | .66* | .14 | .18* | − | |
| 16. Global happiness | −.50* | .00 | −.18* | .01 | .06 | .00 | .08 | .07 | .05 | .12 | .08 | .13 | −.04 | −.12 | .02 | − |
| Means | 47.10 | 3.52 | 5.14 | 3.64 | 4.23 | 5.08 | 15.63 | 14.28 | 16.35 | 16.35 | 14.98 | 16.08 | 14.70 | 13.53 | 15.13 | 125.70 |
| 14.04 | 2.13 | 1.96 | 1.69 | 1.75 | 1.90 | 2.84 | 3.02 | 2.80 | 2.84 | 3.35 | 2.77 | 3.79 | 4.32 | 3.10 | 22.02 |
Key: * indicates significance at p < .05; GAS = Game Addiction Scale.
Summary of multiple regression analysis using the enter method to predict Game Addiction Scale levels
| Predictor variable | B | SE B | β |
| Social | 1.34* | 0.63 | .20 |
| Manipulation/control | 0.19 | 0.68 | .03 |
| Narrative and identity | −0.87 | 0.78 | −.11 |
| Presentation | −0.01 | 0.85 | −.00 |
| Reward | 0.28 | 0.75 | .04 |
| Balance for challenges & ability | −0.14 | 0.52 | −.03 |
| Merging of action & awareness | 0.54 | 0.41 | .12 |
| Clearly set goals | −0.68 | 0.64 | −.14 |
| Unambiguous feedback | 0.27 | 0.69 | .05 |
| Concentration on task | −0.47 | 0.47 | −.11 |
| Sense of control | 0.66 | 0.68 | .13 |
| Loss of self-consciousness | −0.56 | 0.29 | −.15 |
| Distortion of time perception | 1.11* | 0.27 | .34 |
| Autotelic experience | 0.67 | 0.54 | .15 |
| Global happiness | −0.30* | 0.05 | −.47 |
Note: R2 = 0.49; Adjusted R2 = .41. * p < .05.