Literature DB >> 25938630

Online gaming in the context of social anxiety.

Bianca W Lee1, Peter R C Leeson1.   

Abstract

In 2014, over 23 million individuals were playing massive multiplayer online role-playing games (MMORPGs). In light of the framework provided by Davis's (2001) cognitive-behavioral model of pathological Internet use, social anxiety, expressions of true self, and perceived in-game and face-to-face social support were examined as predictors of Generalized Problematic Internet Use Scale (GPIUS) scores and hours spent playing MMORPGs per week. Data were collected from adult MMORPG players via an online survey (N = 626). Using structural equation modeling, the hypothesized model was tested on 1 half of the sample (N = 313) and then retested on the other half of the sample. The results indicated that the hypothesized model fit the data well in both samples. Specifically, expressing true self in game, higher levels of social anxiety, larger numbers of in-game social supports, and fewer supportive face-to-face relationships were significant predictors of higher GPIUS scores, and the number of in-game supports was significantly associated with time spent playing. The current study provides clinicians and researchers with a deeper understanding of MMORPG use by being the first to apply, test, and replicate a theory-driven model across 2 samples of MMORPG players. In addition, the present findings suggest that a psychometric measure of MMORPG usage is more indicative of players' psychological and social well-being than is time spent playing these games. (PsycINFO Database Record (c) 2015 APA, all rights reserved).

Entities:  

Mesh:

Year:  2015        PMID: 25938630     DOI: 10.1037/adb0000070

Source DB:  PubMed          Journal:  Psychol Addict Behav        ISSN: 0893-164X


  7 in total

1.  Examining replicability in addictions research: How to assess and ways forward.

Authors:  Matthew R Pearson; Frank J Schwebel; Dylan K Richards; Katie Witkiewitz
Journal:  Psychol Addict Behav       Date:  2021-08-26

2.  Therapeutic Video Games for Attention Deficit Hyperactivity Disorder (ADHD).

Authors:  Markus Ville Tiitto; Robert A Lodder
Journal:  Webmedcentral       Date:  2017-11-08

3.  Internet Addiction in Socio-Demographic, Academic, and Psychological Profile of College Students During the COVID-19 Pandemic in the Czech Republic and Slovakia.

Authors:  Beata Gavurova; Viera Ivankova; Martin Rigelsky; Tawfik Mudarri
Journal:  Front Public Health       Date:  2022-06-23

4.  Proposing a TAM-SDT-Based Model to Examine the User Acceptance of Massively Multiplayer Online Games.

Authors:  Manuela Linares; M Dolores Gallego; Salvador Bueno
Journal:  Int J Environ Res Public Health       Date:  2021-04-01       Impact factor: 3.390

5.  The Development of Explicit and Implicit Game-Based Digital Behavioral Markers for the Assessment of Social Anxiety.

Authors:  Martin Johannes Dechant; Julian Frommel; Regan Lee Mandryk
Journal:  Front Psychol       Date:  2021-12-15

6.  Problematic Internet Use, health behaviors, depression and eating disorders: a cross-sectional study among Polish medical school students.

Authors:  Marta Kożybska; Jacek Kurpisz; Iwona Radlińska; Edyta Skwirczyńska; Natalia Serwin; Paulina Zabielska; Artur Kotwas; Beata Karakiewicz; Zofia Lebiecka; Jerzy Samochowiec; Kinga Flaga-Gieruszyńska
Journal:  Ann Gen Psychiatry       Date:  2022-02-11       Impact factor: 3.455

Review 7.  Internet Gaming Disorder: An Emergent Health Issue for Men.

Authors:  Kevin H Chen; John L Oliffe; Mary T Kelly
Journal:  Am J Mens Health       Date:  2018-04-01
  7 in total

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