| Literature DB >> 27799913 |
Gabriel Thorens1, Joel Billieux2, Pierre Megevand3, Daniele Zullino1, Stéphane Rothen1, Sophia Achab1, Yasser Khazaal1.
Abstract
Entities:
Keywords: MMORPG; game; gamification; health; serious game; video games
Year: 2016 PMID: 27799913 PMCID: PMC5066093 DOI: 10.3389/fpsyt.2016.00167
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Summary of specific potentially attractive components in MMORPGs and their potential use for wellbeing.
| Potential positive effects | Potential negative effects | |
|---|---|---|
| Reward conditioning scheme | – Enhanced learning curve | –Reward rate optimized |
| – Risk of addictive use | –Repetitive and boring tasks | |
| Never-ending games | – Permanently available | –Constant improvement |
| – Risk of addictive use | –Expensive to maintain | |
| Social interactions | – Peer support | –Positive feedback |
| –Belonging to a community | –Risk of stigmatization | |
| Appealing content | – Enhance motivation to play | – Expensive and difficult to develop |
| Competition | – Enhance motivation to play | –Adapted levels for all players |
| – Risk of addictive use | –Risk of aggressive/antisocial behaviors | |
| Virtual aspect of games | – Safe environments to experiment stressful situation | –Virtual environments highly adaptable |
| – Can promote maladaptive or unhealthy behaviors | –Not strictly comparable to the “real life” |