| Literature DB >> 28845381 |
Mark D Griffiths1, Filip Nuyens1.
Abstract
PURPOSE OF REVIEW: There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in the field to date. RECENTEntities:
Keywords: Gambling addiction; Gaming addiction; Internet gaming disorder; Problematic gaming; Structural characteristics
Year: 2017 PMID: 28845381 PMCID: PMC5554268 DOI: 10.1007/s40429-017-0162-y
Source DB: PubMed Journal: Curr Addict Rep
Summary of the five-feature model of video game structural characteristics (adapted and updated from the International Journal of Mental Health and Addiction, Video Game Structural Characteristics: A New Psychological Taxonomy, Volume 8, 2010, page, King, Delfabbro & Griffiths, with permission of Springer)
| Feature type | Sub-features | Examples |
|---|---|---|
| Social features | - Social utility features | - In-game voice and text chat |
| - Social formation/institutional features | - Guilds/clans in MMORPGs | |
| - Leader board features | - “Hall of fame” high score list | |
| - Support network features | - Internet forums, strategy guides | |
| - Some game genres offer international ranking systems (e.g., MOBA, RTS) | ||
| Manipulation and control features | - User input features | - “Combos,” “hot keys” |
| - Save features | - Checkpoints, “quick-save” | |
| - Player management features | - Managing multiple resources | |
| - Non-controllable features | - Scripted events, loading screens | |
| - Those features are of particular importance in RTS games. | ||
| Narrative and identity features | - Avatar creation features | - Choice of sex, race, attributes |
| - Storytelling device features | - Cut-scenes, mission briefing | |
| - Theme and genre features | - “Role-playing,” “shooting” | |
| Reward and punishment features | - General reward type features | -Experience points, bonuses |
| - Punishment features | - Losing a life, restarting a level | |
| - Meta-game reward features | - Xbox 360 achievement points | |
| - Intermittent reward features | - Increasing difficulty of levels | |
| - 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 | |
| - Payout interval features | - Rewarded instantly for playing. | |
| In RTS games, bad decisions can set off a domino effect resulting in a lost game. In MOBA games, losing too many matches will lead to a drop in the ranking of the player. Also, the event duration will vary between the games, MOBA lasting mostly between 20 and 40 min, while RTS might vary importantly (i.e., between a few minutes and an hour). | ||
| Presentation features | - Graphics and sound features | - Realistic graphics, fast music |
| - Franchise features | - Trademarked names, e.g., Mario | |
| - Explicit content features | - Violence, drug use, nudity | |
| - In-game advertising features | - Real-life brands, sponsors logos | |
| - Despite becoming very popular, MOBA games do not really have franchises yet, with only |