In the fifth edition of the Diagnostic and Statistical

Size: px
Start display at page:

Download "In the fifth edition of the Diagnostic and Statistical"

Transcription

1 CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING Volume 19, Number 4, 2016 ª Mary Ann Liebert, Inc. DOI: /cyber Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder Jeroen S. Lemmens, PhD, and Stefan J.F. Hendriks, BSc Abstract Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games. Introduction In the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders, the American Psychiatric Association included Internet gaming disorder (IGD) as a tentative disorder. 1 According to the DSM-5, gaming disorder can be diagnosed when a player meets five or more of the proposed nine criteria (i.e., preoccupation, tolerance, withdrawal, persistence, escape, problems, deception, displacement, and conflict) during a period of 12 months. 1,2 The DSM-5 definition for IGD further states that only the use of video games, and not gambling or any other kind of Internet use, must cause significant impairment to constitute a diagnosis. 1 Although this pathological involvement with games is labeled IGD, the DSM-5 specifically states that. it could involve non-internet computerized games as well, although these have been less researched (p. 796). Indeed, many studies on pathological gaming have focused specifically on online games, 3 7 whereas others have simply labeled the behavior Internet addiction, thereby excluding pathological use of offline games, but including all sorts of online behavior (e.g., porn, gambling). 8,9 Although many researchers suggest that pathological gaming is more prevalent among players of online games than among players of offline games, 5,10 13 pathological gaming is certainly not limited to online games. Many types and genres of computer and video games have been linked to game addiction, including offline games Nevertheless, the precise relationship between online or offline gaming and IGD remains unclear. One of the most evident antecedents of pathological gaming is a lower psychosocial well-being. 18,19 Specifically, players who report more loneliness, lower self-esteem, and lower social competence are more likely to develop signs of game addiction. 9 Although all sorts of video games could fulfill some of the needs that are otherwise met through friendships and interpersonal contact, 20 the social interaction provided by online multiplayer games is particularly appealing to people who are socially unskilled, have an unmet need for sociability in their offline lives, or feel anxious over establishing real-life interpersonal relationships. 21,22 Virtual online worlds can provide players with a community where lonely gamers with low self-esteem and diminished social skills may avoid their real-life deficiencies through virtual social contacts and achievements. 18,23 Therefore, psychosocially vulnerable gamers seem more susceptible to pathological involvement with online games in general and certain online game genres in particular. Several studies have suggested that massively multiplayer online role-playing games (MMORPGs) are particularly popular among players who show problematic or pathological involvement with games. 3,5,22,24 28 Because of the many achievements that require extensive cooperative play, this Amsterdam School of Communication Research (ASCoR), University of Amsterdam, Amsterdam, The Netherlands. 270

2 ADDICTIVE VIDEO GAMES 271 genre may have more addictive potential than others. 29 MMORPGs are not the only games associated with pathological use, other popular video game genres, such as First- Person Shooters (FPS), and real-time strategy games have also been associated with higher levels of pathological gaming. 28,30 However, it is unclear whether pathological gamers played these genres online, offline, or both. Because of the uncertainties regarding the relationship between IGD and online or offline game genres, the current study first aims to examine whether players are indeed more likely to show pathological involvement with online games as opposed to offline games. The second aim is to examine the relationship between IGD and nine validated game genres, thereby specifically differentiating between online and offline play, player-gender, and age, to explore the addictive potential of specific video game genres. Materials and Methods Sample and procedure In June 2013, an international market research company distributed two online versions of an IGD survey among a representative sample of 2,442 adults and adolescents aged 13 through 40 from the Netherlands. Half of them received the IGD survey with dichotomous response categories (i.e., yes or no, N = 1,251, Mage = 24.8, SD = 8.1), 50.4 percent female (n = 630). This type of measurement is labeled the dichotomous IGD scale. The other half received the survey with six polytomous response categories to the IGD items, ranging from never through almost daily (N = 1,191, Mage = 24.4, SD = 7.6), 51.6 percent female (n = 615). This type of measurement is labeled the polytomous IGD scale. Four respondents (three dichotomous and one polytomous) reported playing for more than 140 hours each week (more than 20 hours per day). Because it seems very unlikely that anyone could sustain playing 20 hours per day over an extended period and these four respondents standard z-scores on this variable were all >6, they were deemed unreliable and were removed from further analysis. Measures Time spent playing video games Respondents weekly time spent playing computer or video games was measured by multiplying the days per week by the number of minutes per day respondents reported playing games. If they indicated that they had played a game in the previous month, but generally played less than 1 day per week, their weekly days spent on games was set at 0.5. If they did not play games, their time was set at 0 (n = 565, 23 percent). The weekly time spent playing games ranged from 0 through 105 hours per week, with an average of 7.03 hours per week (SD = 11.22) across samples (N = 2,438). Internet gaming disorder Previous research has constructed two short scales for IGD (polytomous and dichotomous) based on the nine criteria proposed in the DSM-5. 1,2 In the two scales, each of the nine underlying criteria (Preoccupation, Tolerance, Withdrawal, Persistence, Escape, Problems, Deception, Displacement, and Conflict) was measured with one item each. The term internet gaming or internet games as used in the description of the DSM-5 criteria was replaced with gaming or games to avoid exclusion of offline games. If respondents reported not playing any games, their response to all IGD items was set at 0. The polytomous and dichotomous scale consisted of the same nine items, differing only in their response options. If respondents had received the dichotomous scale, they rated all items with either no (0) or yes (1). All individual yesanswers (range 0 9) were summed (M = 1.17, SD = 1.91). The dichotomous IGD scale proved reliable with a Cronbach s alpha of Respondents who had received the polytomous IGD scale rated all nine items on a six-point ordinal frequency scale: (0) never, (1) one to five times in the last year, (2) 5 11 times in the last year, (3) about once to thrice a month, (4) once or more a week, and (5) every day or almost every day. Individual mean scores were calculated (M = 0.17, SD = 1.03). The nine-item polytomous IGD scale was also reliable with a Cronbach s alpha of Data Analysis Video games and genres Respondents could report up to two game titles that they had played the most in the last 6 months. To assign the games to specific genres, a literature study was conducted to identify all relevant genres. First, 14 scientific articles on game genres were examined. Second, six relevant Websites on video game genres (e.g., review sites, age rating sites) were examined. Table 1 shows an overview of the most common genres mentioned across studies and Websites. Only the genres that were present in more than 50 percent of the literature and Websites were used in the genre classification. This lead to nine possible genre classifications. These are, in order of prominence across literature and Websites: (a) Action/adventure, (b) Sports, (c) Role-Playing Games, (d) Strategy, (e) Simulation, (f) Puzzle, (g) Shooter, (h) Racing, and (i) Fighting. Respondents were asked Which games have you played the most during the last 6 months? Respondents could report up to two titles. More than 78 percent of the respondents mentioned at least one game title, 46 percent mentioned two game titles. The aggregated 425 unique titles were assigned to one of the nine genres based on the most frequent genre categorization across the six prominent game Websites (Table 1). If a game could not be assigned to one of the nine genres, it was assigned to the category (10) other. Offline or online gameplay For each game, respondents were asked to indicate how frequent it was played online on a five-point scale: (0) never online to, (1) almost never online, (2) sometimes online, (3) often online, and (4) always online. The mean score for playing online was assessed by averaging the frequencies of online play of the first game and, if applicable, the second game. The combined mean score of online gameplay (range 0 4) was 1.83 (SD = 1.47). This score was divided by four and then multiplied with the weekly time spent playing games, to assess the weekly time spent playing online games (M = 3.53, SD = 7.96). The underlying assumption was that (1) almost never online was equal to 25 percent of the time spent online,

3 Table 1. Overview of Video Game Genres Within Literature and Game Websites Action/ adventure Sports RPG Strategy Simulation Puzzle Shooter Racing Fighting MMO Platform Music dance Total genres Article authors Elliot et al. 27 O O O O O O O O O O 16 Elliot et al. 31 O O O O O O O O O O 16 Floros and Siomos 32 O O O O O O O O O 15 Lee et al. 33 O O O O 8 Wolf 34 O O O O O O O O O O O 42 Lucas and Sherry 35 O O O O O O O O O 13 Sherry 36 O O O O O 7 Hanninger and Thompson 37 O O O O O O O O 11 Van Mierlo and Van den Bulck 38 O O O O O O 8 Hamlen 39 O O O O O O O O O O 14 Homer et al. 40 O O O O O O O O 13 Bonanno and Kommers 41 O O O O O O O O O 10 Myers 42 O O O O 6 Donati et al. 43 O O O O O O O O O 14 Websites GameFaqs O O O O O O O 10 IGN O O O O O O O O O O 27 Gamespot O O O O O O O O O O 13 Gamefront O O O O O O O O O O O O 33 Giantbomb O O O O O O O O O O O O 50 PEGI O O O O O O O O 12 Total representation in sources MMO, massively multiplayer online; RPG, role-playing game. 272

4 ADDICTIVE VIDEO GAMES 273 FIG. 1. Prevalence, time spent, and Internet gaming disorder (IGD) score for the three most popular games. (2) sometimes online equaled 50 percent of the time online, and (3) often online was equal to 75 percent of the time online. Never online and always online represented 0 percent and 100 percent time spent online, respectively. Weekly time spent playing offline games was subsequently assessed by subtracting the time spent playing online games from the weekly time spent playing games (M = 3.62, SD = 11.04). For all players, time spent online and offline was calculated for each genre. To create a weighted score of the time spent playing specific genres online and offline, we first assessed the relative frequency of playing specific genres by multiplying the relative frequency of genres mentioned (0 percent, 50 percent, 100 percent) with the time spent on games. Next, we examined the frequency of online play for each of the genres mentioned (0 4), again dividing the outcome by four, and multiplying that with the time spent playing a genre. By deducting this online genre-weighted score from the time spent playing a genre, we calculated the weighted score for offline time spent playing each genre. Results Descriptive results Out of 2,438 respondents included in the analyses, 1,921 respondents reported at least one game title (78.7 percent). In total, 3,272 video games were reported, of which 2,720 (83.2 percent) could be assigned to a specific video game genre. These 2,720 reported games could be aggregated into *425 unique video game titles/franchises. These 425 titles were distributed over the genres. Shooters were mentioned most (18.6 percent, n = 507), followed by Action/adventure (16.6 percent, n = 452), and Puzzle (15.8 percent, n = 429). Roleplaying games (RPGs) were mentioned 236 times (8.7 percent). Players spent the most time on Shooters (2.2 hours per week), Action/adventure games were played for more than 1.8 hours per week, and RPGs for 1.3 hours per week, whereas Puzzle games were only played for 45 minutes per week. There were four games that emerged as more popular (i.e., significantly more mentions) than the rest. The four most popular games among the 1,921 gamers were Call of Duty (e.g., Black Ops: II, and Modern Warfare 3, n = 234, 8.8 percent of all games), FIFA (e.g., FIFA 2012 and FIFA 2013, n = 184, 7.4 percent of all games), Candy Crush Saga (n = 157, 6.3 percent of all games), and The Sims (e.g., The Sims Medieval and The Sims 3, n = 115, 4.6 percent of all games). Figure 1 shows an overview of the relevant scores for each of these titles. We found that gender strongly influenced playing video games. In general, male respondents spent more time on games (M = 9.94, SD = 13.21) than female respondents (M = 4.43, SD = 8.13), t (1,974.74) = 12.35, p < 0.001, 95% CI [4.63, 6.39], d = 60. Similar significant gender differences were found for weekly time spent playing online (Mdiff = 3.23) and offline (Mdiff = 2.28). When comparing genres across gender, male gamers spent significantly ( ps < 0.001) more time per week playing Shooters (Mdiff = 2.52), Action/adventure (Mdiff = 1.31), RPG (Mdiff = 0.89), Strategy (Mdiff = 0.53), and Racing games (Mdiff = 0.21). Conversely, female gamers spent significantly ( ps < 0.001) more time per week playing Simulation games (Mdiff = 0.53) and Puzzle games (Mdiff = 0.60). Regarding age (range 13 40), we found that it was negatively correlated with weekly time spent on games (r =-0.14, p < 0.001), both online (r =-0.11, p < 0.001) and offline (r = -0.12, p < 0.001). Similarly, many genres correlated negatively with respondents age. Older respondents spent less time playing Shooters (r =-0.10, p < 0.001), Action/adventures (r =-0.11, p < 0.001), RPGs (r =-0.07, p = 0.001), Sports (r =-0.07, p = 0.001), and Simulation games (r = -0.05, p = 0.03). Interestingly, time spent on Strategy games was slightly higher among older respondents (r = 0.04, p = 0.03). Because of the influence of gender and age on both IGD and gameplay variables, we controlled for these factors when examining the impact of online and offline genres on IGD. Gameplay, genres, and IGD The mean time spent playing online games (M = 3.53, SD = 7.96) did not differ significantly from the mean time spent playing offline games (M = 3.62, SD = 11.04), t (1,895) = -0.51, p = 0.61, 95% CI [-0.60, 0.35]. Time spent playing games showed significant positive correlations with the polytomous IGD scale (r = 0.33, p < 0.001), both online (r = 0.26, p < 0.001) and offline (r = 0.25, p < 0.001). The dichotomous IGD scale also showed positive correlations with time spent on games (r = 0.22, p < 0.001) and time spent on online games (r = 0.22, p < 0.001) and a weaker correlation with time spent on offline games (r = 0.11, p < 0.001). We performed multiple linear regressions with age, gender, and time spent playing a genre as predictors of IGD. As Table 2 shows, time spent on four out of nine genres (RPG, Shooter, Action, and Simulation) showed positive effects on both IGD scales. The genres Sports and Puzzle showed small significant effects on the polytomous IGD scale, but not on the dichotomous scale. To further differentiate the relationships between IGD and genres, separate regressions were performed for online and offline gameplay, again controlling for age and gender. Time spent playing RPGs and Shooters,

5 274 LEMMENS AND HENDRIKS Table 2. Multiple Regressions of Gender, Age, and Time Spent Playing Online/Offline Game Genres on IGD Polytomous IGD scale Dichotomous IGD scale B SE B b R 2 F B SE B b R 2 F Time on games *** *** Online games *** *** Offline games *** *** RPG *** *** Online RPG *** *** Offline RPG ** ** Shooter *** *** Online shooter *** *** Offline shooter ** ** Action *** ** Online action * * Offline action ** Sports * Online sports ** ** Offline sports Simulation * * Online sim * Offline sim Puzzle * Strategy Racing Fighting *p < 0.05; **p < 0.01; ***p < All F-scores were significant p < IGD, Internet gaming disorder. both online and offline, had a positive effect on both IGD scales. Although online and offline action/adventure games showed a positive effect on polytomous IGD scores, only online action games had a significant effect on the dichotomous IGD scores. Time spent playing online sport games, but not offline sport games, was correlated with both IGD scales. Online simulations showed a positive effect on polytomous IGD scores. Although the time spent playing the remaining five genres (Strategy, Puzzle, Racing, and Fighting) were also tested for online and offline play, none showed a Table 3. T Test Differences Between Disordered Gamers and Nondisordered Gamers Disordered gamers mean (SD) Nondisordered mean (SD) t df CI Lower CI Upper p Cohen s d Time on Games (13.95) 6.92 (11.05) < Online 8.30 (12.12) 3.44 (8.08) < games Offline 5.27 (5.39) 3.41 (5.78) , games RPG 3.48 (10.39) 0.79 (3.91) Online RPG 2.61 (8.58) 0.54 (3.43) Offline RPG 0.87 (3.41) 0.25 (1.40) Shooter 4.20 (8.87) 1.44 (5.62) Online 3.16 (7.38) 1.01 (4.70) shooter Offline 1.00 (2.64) 0.42 (2.24) shooter Action 1.48 (5.67) 1.33 (4.54) , Sports 1.21 (3.86) 0.73 (3.90) , Simulation 0.71 (2.35) 0.43 (2.05) Puzzle 0.40 (1.77) 0.56 (2.19) , Strategy 0.10 (0.82) 0.30 (2.91) , Racing 0.08 (0.70) 0.30 (1.82) , Fighting 0.10 (0.82) 0.11 (1.06) ,

6 ADDICTIVE VIDEO GAMES 275 significant effect on any of the two IGD scales, and were therefore omitted from Table 2. Disordered gamers preferences According to the DSM-5, gamers who respond positively to at least five of the nine criteria for IGD can be considered disordered gamers. In the dichotomous sample, 5.8 percent responded yes to five or more of the nine items on the scale. These players (n = 73, 35 percent female) are therefore considered disordered gamers. As the results of several t tests show (Table 3), disordered gamers spent almost twice as much time on games compared to nondisordered gamers. Similarly, disordered gamers spent more than twice as much time playing online games than nondisordered gamers. Disordered gamers also spent slightly more time playing offline games than nondisordered gamers. Across genres, we found two significant differences: Disordered gamers spent much more time playing shooters and RPGs than nondisordered gamers. Specifically, time spent playing online Shooters and online RPGs was significantly higher among disordered gamers, compared to nondisordered gamers. Time spent on offline Shooters and offline RPGs did not differ significantly, and no other significant differences between disordered and nondisordered gamers were found. Discussion The main aims of this study were to examine the validity of the label Internet in the latest DSM-5 terminology for game addiction and explore the relationship between IGD and game genres. In general, time spent playing online games showed stronger correlations with IGD than time spent playing offline games. This tendency was also reflected within genres. Time spent playing both online and offline RPGs and Shooters positively correlated with both IGD scales, but for both genres, the correlation with online play was stronger. Furthermore, disordered gamers spent more than four times as much time playing online RPGs than nondisordered gamers, whereas the difference between these groups in time spent on offline RPGs was not significant. Disordered gamers spent more time playing both online and offline Shooters than nondisordered gamers. Although these findings clearly suggest that online games have more addictive potential than offline games, there seems to be no reason to exclude computer or video games solely based on their disconnection from the Internet. Furthermore, Internet games, as used in the descriptions of the DSM-5 criteria for IGD, is generally reserved only for browser games. 2 Thus, removing the word Internet or at least replacing it with online seems fitting when discussing gaming disorder. Regarding game genres, the results suggest that popularity and addiction are not necessarily related. For instance, Puzzle and Action are both popular genres, but only weakly related to IGD, whereas RPGs are not very popular, but strongly related to IGD. The relationship between Action games and IGD may be partially explained by the fact that two popular games Minecraft (2012) and GTA V (2013) were categorized as Action games. Minecraft allows for broad customization options that are characteristic of RPGs, 39 and GTA V contains many elements of the Shooter genre. Across many genres, the social component provided by online play seemed to contribute to pathological involvement. Online RPGs and Shooters showed the strongest relationship with IGD, which supports previous claims that MMORPGs and online FPS are potentially addictive game genres. 3,5,22,24,25,30 Future research may determine whether pathological gaming is mostly encouraged by the social competition 44 or the sense of community 45 provided by these online games. General factors that contribute to pathological use of games, such as reward systems and immersion techniques, 25,46 could also be more effective within the social confines of online games. A valuable contribution of this study is the application of a valid systematic game genre classification based on the most common genres from previous research and prominent game Websites. Although all relevant genres were present in our survey data, the genre definitions and classifications themselves were not tested on validity, and since there is no consensus about the exact definitions and boundaries of each genre, future research should further test the genre classification on its validity and causal relationships with gaming disorder. Author Disclosure Statement No competing financial interests exist. References 1. American Psychiatric Association. (2013) Diagnostic and statistical manual of mental disorders. 5th ed. Washington, DC: Author. 2. Lemmens JS, Valkenburg PM, Gentile DA. The Internet gaming disorder scale. Psychological Assessment 2015; 27: Caplan S, Williams D, Yee N. Problematic internet use and psychosocial well-being among MMO players. Computers in Human Behavior 2009; 25: Charlton JP, Danforth IDW. Distinguishing addiction and high engagement in the context of online game playing. Computers in Human Behavior 2007; 23: Ng BD, Wiemer-Hastings P. Addiction to the internet and online gaming. CyberPsychology & Behavior 2005; 8: Stetina BU, Kothgassner OD, Lehenbauer M, et al. Beyond the fascination of online-games: probing addictive behavior and depression in the world of onlinegaming. Computers in Human Behavior 2011; 27: Wan CS, Chiou WB. Why are adolescents addicted to online gaming? An interview study in Taiwan. CyberPsychology & Behavior 2006; 9: Lu HP, Wang SM. The role of Internet addiction in online game loyalty: an exploratory study. Internet Research 2008; 18: Pratarelli ME, Browne BL, Johnson K. The bits and bytes of computer/internet addiction: a factor analytic approach. Behavior Research Methods, Instruments, & Computers 1999; 31: Ko C, Yen J, Chen C, et al. Predictive values of psychiatric symptoms for Internet addiction in adolescents: a 2-year prospective study. Archives of Pediatric Adolescent Medicine 2009; 163: Seo M, Kang HS, Yom YH. Internet addiction and interpersonal problems in Korean adolescents. Computers, Informatics, Nursing 2009; 27: Smyth J. Beyond self-selection in video game play: an experimental examination of the consequences of massively

7 276 LEMMENS AND HENDRIKS multiplayer online role-playing game play. CyberPsychology & Behavior 2007; 10: Tsitsika A, Critselis E, Kormas G, et al. Internet use and misuse: a multivariate regression analysis of the predictive factors of internet use among Greek adolescents. European Journal of Pediatrics 2009; 168: Fisher SE. Identifying video game addiction in children and adolescents. Addictive Behaviours 1994; 19: Griffiths MD, Hunt N. Computer games playing in adolescence: prevalence and demographic indicators. Journal of Community and Applied Social Psychology 1995; 5: Soper WB, Miller MJ. Junk-time junkies: an emerging addiction among students. School Counselor 1983; 31: Shotton MA. (1989) Computer addiction? A study of computer dependency. New York: Taylor & Francis. 18. Lemmens JS, Valkenburg PM, Peter J. Psychosocial causes and consequences of pathological gaming. Computers in Human Behavior 2011; 27: Gentile DA, Choo H, Liau A, et al. Pathological video game use among youths: a two-year longitudinal study. Paediatrics 2011; 127: Colwell J, Kato M. Investigation of the relationship between social isolation, self-esteem, aggression, and computer game play in Japanese adolescents. Asian Journal of Social Psychology 2003; 6: Chak K, Leung L. Shyness and locus of control as predictors of Internet addiction and Internet use. Cyberpsychology & Behavior 2004; 7: Peters CS, Malesky A. Problematic usage among highlyengaged players of massively multiplayer online role playing game. CyberPsychology & Behavior 2008; 11: Williams D, Yee N, Caplan S. Who plays, how much and why? A behavioral player census of a virtual world. Journal of Computer-Mediated Communication 2008; 13: Chuang Y. Massively multiplayer online role-playing gameinduced seizures: a neglected health problem in internet addiction. CyberPsychology & Behavior 2006; 9: Hsu SH, Wen M, Wu M. Exploring user experiences as predictors of MMORPG addiction. Computers & Education 2009; 53: Berle D, Starcevic V, Porter G, et al. Are some video games associated with more life interference and psychopathology than others? Comparing massively multiplayer online roleplaying games with other forms of video game. Australian Journal of Psychology 2015; 67: Elliot L, Golub A, Ream G, Dunlap E. Video game genre as a predictor of problem use. Cyberpsychology, Behavior, and Social Networking 2012; 15: Eichenbaum A, Kattner F, Bradford D, et al. Role-playing and real-time strategy games associated with greater probability of Internet gaming disorder. Cyberpsychology Behavior, and Social Networking 2015; 18: Collins E, Freeman J, Chamarro-Premuzic T. Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use. Personality and Individual Differences 2012; 52: Metcalf O, Pammer K. Impulsivity and related neuropsychological features in regular and addictive first person shooter gaming. CyberPsychology & Behavior 2014; 17: Elliot L, Ream G, McGinsky E, Dunlap E. The contribution of game genre and other use patterns to problem video game play among adult video gamers. International Journal of Mental Health and Addiction 2012; 10: Floros G, Siomos K. Patterns of choices on video game genres and internet addiction. Cyberpsychology, Behavior, and Social Networking 2012; 15: Lee MS, Ko YH, Song HS, et al. Characteristics of Internet use in relation to game genre in Korean adolescents. CyberPsychology and Behavior 2007; 10: Wolf MJP. (2001) The medium of the video game. Austin, TX: University of Texas Press. 35. Lucas K, Sherry JL. Sex differences in video game play: a communication-based explanation. Communication Research 2004; 31: Sherry JL. Flow and media enjoyment. Communication Theory 2004; 14: Hanninger K, Thompson KM. Content and ratings of teenrated video games. Journal of the American Medical Association 2004; 291: Van Mierlo J, Van Der Bulck J. Benchmarking the cultivation approach to video game effects: a comparison of the correlates of TV viewing and game play. Journal of Adolescence 2004; 27: Hamlen KR. Children s choices and strategies in video games. Computers in Human Behavior 2011; 27: Homer BD, Hayward EO, Frye J, Plass JL. Gender and player characteristics in video game play of preadolescents. Computers in Human Behavior 2012; 28: Bonanno P, Kommers PAM. Gender differences and styles in the use of digital games. Educational Psychology 2010; 25: Myers D. Computer game genres. Play & Culture 1990; 3: Donati MA, Chiesi F, Ammannato G, Primi C. Versatility and addiction in gaming: the number of video-game genres played is associated with pathological gaming in male adolescents. Cyberpsychology, Behavior, and Social Networking 2015; 18: Hussain Z, Williams GA, Griffiths MD. An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games. Computers in Human Behavior 2015; 50: Yee N. Motivations for play in online games. CyberPsychology & Behavior 2006; 9: Billieux J, Chanal J, Khazaal Y, et al. Psychological predictors of problematic involvement in massively multiplayer online role-playing games: illustration in a sample of male cybercafé player. Psychopathology 2011; 44: Address correspondence to: Dr. Jeroen S. Lemmens Amsterdam School of Communication Research (ASCoR) University of Amsterdam Nieuwe Achtergracht 166 Amsterdam 1001 NG The Netherlands j.s.lemmens@uva.nl

Concerted actions program. Appendix to full research report. Jeffrey Derevensky, Rina Gupta. Institution managing award: McGill University

Concerted actions program. Appendix to full research report. Jeffrey Derevensky, Rina Gupta. Institution managing award: McGill University Concerted actions program Appendix to full research report Jeffrey Derevensky, Rina Gupta Institution managing award: McGill University Gambling and video game playing among adolescents (French title:

More information

Prevalence of Gaming Addiction among Adolescents

Prevalence of Gaming Addiction among Adolescents Prevalence of Gaming Addiction among Adolescents Shilpa Singh Rohilla 1 1 Research Scholar, Department of Psychology, Panjab University, Chandigarh, India. Abstract: Based on the empirical analysis, present

More information

Video games: Factors associated with problem use. Nick Harris, PhD, R. Psych

Video games: Factors associated with problem use. Nick Harris, PhD, R. Psych Video games: Factors associated with problem use Nick Harris, PhD, R. Psych Original Video Games 1975: Pong played on Atari is released. Became very popular 1977-1980 s: Arcade games such as Pac-Man and

More information

20 Self-discrepancy and MMORPGs

20 Self-discrepancy and MMORPGs 20 Self-discrepancy and MMORPGs Testing the Moderating Effects of Identification and Pathological Gaming in World of Warcraft Jan Van Looy, Cédric Courtois, and Melanie De Vocht Introduction In the past

More information

Jacqui Taylor 1 and James Taylor 2. Poole. UK Bournemouth University, Poole. UK

Jacqui Taylor 1 and James Taylor 2. Poole. UK Bournemouth University, Poole. UK A Content Analysis of Interviews with Players of Massively Multiplayer Online Role-Play Games (MMORPGs): Motivating Factors and the Impact on Relationships Jacqui Taylor 1 and James Taylor 2 1 Psychology

More information

Master thesis in Health Psychology

Master thesis in Health Psychology Master thesis in Health Psychology Fabiola Müller s0213624 Instructors Pieterse, Dr. M.E. Peters, Dr. O. Date August 30th, 2013 MMOGs and problematic gaming behavior: Does Gaming Type moderate psychosocial

More information

MMORPGs And Women: An Investigative Study of the Appeal of Massively Multiplayer Online Roleplaying Games. and Female Gamers.

MMORPGs And Women: An Investigative Study of the Appeal of Massively Multiplayer Online Roleplaying Games. and Female Gamers. MMORPGs And Women 1 MMORPGs And Women: An Investigative Study of the Appeal of Massively Multiplayer Online Roleplaying Games and Female Gamers. Julia Jones May 3 rd, 2013 MMORPGs And Women 2 Abstract:

More information

Video Games Themselves Contribute Little to the Formation of Video Game Addiction: Possible Motivations of Video Game Addiction and Solutions

Video Games Themselves Contribute Little to the Formation of Video Game Addiction: Possible Motivations of Video Game Addiction and Solutions Zheng Qi Professor Mary Hays RHET 105 08 May 2016 Video Games Themselves Contribute Little to the Formation of Video Game Addiction: Possible Motivations of Video Game Addiction and Solutions Working thesis:

More information

The future is here: Gaming, Gambling and the new challenges of treatment

The future is here: Gaming, Gambling and the new challenges of treatment Harlan Vogel, LMHT Keellia Guevara, Problem Gambling Prevention Specialist The future is here: Gaming, Gambling and the new challenges of treatment 1 Who are we? What are we doing? Heartland Family Service

More information

Enevold, Jessica; Thorhauge, Anne Mette; Gregersen Lindegaard, Andreas; Karlsen, Faltin; Lundedal Nielsen, Rune Kristian

Enevold, Jessica; Thorhauge, Anne Mette; Gregersen Lindegaard, Andreas; Karlsen, Faltin; Lundedal Nielsen, Rune Kristian Problem Gaming in an everyday perspective (Research Panel) Enevold, Jessica; Thorhauge, Anne Mette; Gregersen Lindegaard, Andreas; Karlsen, Faltin; Lundedal Nielsen, Rune Kristian Published in: Proceedings

More information

VIDEOGAMES IN EUROPE:

VIDEOGAMES IN EUROPE: VIDEOGAMES IN EUROPE: CONSUMER STUDY November 2012 [ 2 ] INTRODUCTION CONTENTS INTRODUCTION Research overview 3 Gaming formats and devices covered 3 SUMMARY Infographic results summary 4 Key headlines

More information

The Psychology of Massively Multiplayer Online Role-Playing Games (MMORPGs) Amy Vowles

The Psychology of Massively Multiplayer Online Role-Playing Games (MMORPGs) Amy Vowles The Psychology of Massively Multiplayer Online Role-Playing Games (MMORPGs) Amy Vowles A Thesis submitted to The University of Birmingham for the degree of Clinical Psychology Doctorate College of Life

More information

The topic of video game addiction has recently become

The topic of video game addiction has recently become CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING Volume 15, Number 3, 2012 ª Mary Ann Liebert, Inc. DOI: 10.1089/cyber.2011.0387 Video Game Genre as a Predictor of Problem Use Luther Elliott, Ph.D., 1

More information

Mindfulness, non-attachment, and emotional well-being in Korean adults

Mindfulness, non-attachment, and emotional well-being in Korean adults Vol.87 (Art, Culture, Game, Graphics, Broadcasting and Digital Contents 2015), pp.68-72 http://dx.doi.org/10.14257/astl.2015.87.15 Mindfulness, non-attachment, and emotional well-being in Korean adults

More information

Online publication date: 09 March 2010 PLEASE SCROLL DOWN FOR ARTICLE

Online publication date: 09 March 2010 PLEASE SCROLL DOWN FOR ARTICLE This article was downloaded by: [Griffiths, Mark] On: 9 March 2010 Access details: Access Details: [subscription number 919764254] Publisher Routledge Informa Ltd Registered in England and Wales Registered

More information

Game Addiction is Included in Mental Illness and Medical Care is A Challenge: Textual and Discourse Analysis

Game Addiction is Included in Mental Illness and Medical Care is A Challenge: Textual and Discourse Analysis Research Article Game Addiction is Included in Mental Illness and Medical Care is A Challenge: Textual and Discourse Analysis Yi-Sheng Wang * Chao-Feng Lin Oriental Institute of Technology, New Taipei

More information

An Empirical Study on Gender Switching of MMORPG Players

An Empirical Study on Gender Switching of MMORPG Players An Empirical Study on Gender Switching of MMORPG Players Shih-Ting WANG*, Wen-Chi KUO, Jie-Chi YANG Graduate Institute of Network Learning Technology, National Central University, Taiwan *tina66@cl.ncu.edu.tw

More information

A Study of Gender Difference in Playing Online Games: Using the IQA Approach. Abstract

A Study of Gender Difference in Playing Online Games: Using the IQA Approach. Abstract A Study of Gender Difference in Playing Online Games: Using the IQA Approach Chwen-Yea Lin 1, Chien-Chung Tu 2 and Kwoting Fang 3 Department of Digital Media Design, Tatung Institute of Commerce and Technology,

More information

Internet Gaming: Wat is a MMORPG WoW. Warm-Up. Warm-Up. What do you think a gamer is? What do you think is too much time spent talking to friends?

Internet Gaming: Wat is a MMORPG WoW. Warm-Up. Warm-Up. What do you think a gamer is? What do you think is too much time spent talking to friends? Internet Gaming: Wat is a MMORPG WoW Presented By Ryan Andrusky, Dr. Shervin Vakili and Dan Biggs October 8, 2009 1 Warm-Up Understanding personal biases is important in working with any population How

More information

Individual Test Item Specifications

Individual Test Item Specifications Individual Test Item Specifications 8208110 Game and Simulation Foundations 2015 The contents of this document were developed under a grant from the United States Department of Education. However, the

More information

Who plays Second Life? An audience analysis of online game players in a specific genre

Who plays Second Life? An audience analysis of online game players in a specific genre Cynthia Putnam cy@rockingdog.com EDPSYCH 588 Klockars Final Paper Who plays Second Life? An audience analysis of online game players in a specific genre Introduction At a time when profits are decreasing

More information

Volume 3, Number 3 The Researcher s Toolbox, Part II May 2011

Volume 3, Number 3 The Researcher s Toolbox, Part II May 2011 Volume 3, Number 3 The Researcher s Toolbox, Part II May 2011 Editor-in-Chief Jeremiah Spence Image Art!"##$%"#&&'()*+,-*.)/%0.1+2' ' ' ' ' ' ' ' ',..34556-789)5/:;

More information

Keywords: Massively multiplayer online role-playing games; Addiction; Motivations; Latent Class Analysis; Risk; Online Gaming.

Keywords: Massively multiplayer online role-playing games; Addiction; Motivations; Latent Class Analysis; Risk; Online Gaming. Published as: Hussain, Z., Williams, G. & Griffiths, M.D. (2015). An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online

More information

Social Network Behaviours to Explain the Spread of Online Game

Social Network Behaviours to Explain the Spread of Online Game Social Network Behaviours to Explain the Spread of Online Game 91 Marilou O. Espina orcid.org/0000-0002-4727-6798 ms0940067@yahoo.com Bukidnon State University Jovelin M. Lapates orcid.org/0000-0002-4233-4143

More information

Making Friends Everywhere You Go: A Study on the Social Interactions

Making Friends Everywhere You Go: A Study on the Social Interactions Making Friends Everywhere You Go: A Study on the Social Interactions Between Reality and Online Gaming By Rylan Rudebusch Introduction Places such as bars, coffee shops, and parks are common areas where

More information

Downloaded from: Please cite the published version.

Downloaded from:  Please cite the published version. Walker, Amy (2017)Gaming addiction, motivation, and identity: investigating the effects of competitive play in a Multiplayer Online Battle Arena game. (Unpublished) Downloaded from: http://e-space.mmu.ac.uk/619180/

More information

Internet Poker Websites and Pathological Gambling Prevention Policy

Internet Poker Websites and Pathological Gambling Prevention Policy J Gambl Stud (2013) 29:51 59 DOI 10.1007/s10899-011-9288-3 ORIGINAL PAPER Internet Poker Websites and Pathological Gambling Prevention Policy Yasser Khazaal Anne Chatton Audrey Bouvard Hiba Khiari Sophia

More information

GLOBAL PERSPECTIVES AND RESEARCH SYLLABUS #9239 Zeus Cortes Aguila 0222 HIALEAH GARDENS HIGH SCHOOL US675 COMPONENT 3 TRANSCRIPT & REFLECTIVE PAPER

GLOBAL PERSPECTIVES AND RESEARCH SYLLABUS #9239 Zeus Cortes Aguila 0222 HIALEAH GARDENS HIGH SCHOOL US675 COMPONENT 3 TRANSCRIPT & REFLECTIVE PAPER GLOBAL PERSPECTIVES AND RESEARCH SYLLABUS #9239 Zeus Cortes Aguila 0222 HIALEAH GARDENS HIGH SCHOOL US675 COMPONENT 3 TRANSCRIPT & REFLECTIVE PAPER Are video games harmful to society? 9239: Statement of

More information

The Effects of First-Person-Shooter Video Games on Adolescents. Jake Fletcher. Texas Tech University

The Effects of First-Person-Shooter Video Games on Adolescents. Jake Fletcher. Texas Tech University Running head: FPS VIDEO GAMES AND ADOLESCENTS 1 The Effects of First-Person-Shooter Video Games on Adolescents Jake Fletcher Texas Tech University FPS VIDEO GAMES AND ADOLESCENTS 2 Video games are enjoyed

More information

TOKYO GAME SHOW 2018 Visitors Survey Report

TOKYO GAME SHOW 2018 Visitors Survey Report 2018 Visitors Survey Report November 2018 COMPUTER ENTERTAINMENT SUPPLIER'S ASSOCIATION Contents Part 1 Guide to Survey 1. Outline of 2018 Visitors Survey 1 2. Respondents' Characteristics 2 1. Gender

More information

Reference Summary Paraphrase Direct Quotation R/C/Q Tumbokon, C. (n.d.). The Positive and Negative Effects of Video Games.

Reference Summary Paraphrase Direct Quotation R/C/Q Tumbokon, C. (n.d.). The Positive and Negative Effects of Video Games. Reference Summary Paraphrase Direct Quotation R/C/Q Tumbokon, C. (n.d.). The Positive and Negative Effects of Video Games. Retrieved January 29, 2014, from Raise Smart Kid: http://www.raisesmartkid.com

More information

The Video Game Controversy: Aggression, Benefits, and Addiction. Michele Zorrilla COMS 605. Hawkins. April 13, 2012

The Video Game Controversy: Aggression, Benefits, and Addiction. Michele Zorrilla COMS 605. Hawkins. April 13, 2012 Running head: THE VIDEO GAME CONTROVERSY 1 The Video Game Controversy: Aggression, Benefits, and Addiction Michele Zorrilla COMS 605 Hawkins April 13, 2012 THE VIDEO GAME CONTROVERSY 2 Abstract To answer

More information

Level 3 Extended Diploma Unit 22 Developing Computer Games

Level 3 Extended Diploma Unit 22 Developing Computer Games Level 3 Extended Diploma Unit 22 Developing Computer Games Outcomes Understand the impact of the gaming revolution on society Know the different types of computer game Be able to design and develop computer

More information

Development of a Web-based Tailored Intervention for Excessive Gaming

Development of a Web-based Tailored Intervention for Excessive Gaming , October 24-26, 2012, San Francisco, USA Development of a Web-based Tailored Intervention for Excessive Gaming Y. Y. Chen, K. N. Goh and M. F. Abdul Razak Abstract- Playing video games is one of the common

More information

Problematic Gaming Behaviour in Finnish Adolescents and Young Adults: Relation to Game Genres, Gaming Motives and Self- Awareness of Problematic Use

Problematic Gaming Behaviour in Finnish Adolescents and Young Adults: Relation to Game Genres, Gaming Motives and Self- Awareness of Problematic Use Problematic Gaming Behaviour in Finnish Adolescents and Young Adults: Relation to Game Genres, Gaming Motives and Self- Awareness of Problematic Use Niko Männikkö, Joël Billieux, Tanja Nordström, Kaisa

More information

An examination of correlates of video game and Internet addiction

An examination of correlates of video game and Internet addiction The University of Toledo The University of Toledo Digital Repository Theses and Dissertations 2013 An examination of correlates of video game and Internet addiction Evan S. McBroom The University of Toledo

More information

Level 3 Extended Diploma Unit 22 Developing Computer Games

Level 3 Extended Diploma Unit 22 Developing Computer Games Level 3 Extended Diploma Unit 22 Developing Computer Games Outcomes LO1 Understand the impact of the gaming revolution on society LO2 Know the different types of computer game LO3 Be able to design and

More information

THE ASSOCIATED PRESS/AMERICA ONLINE POLL GAMING STUDY CONDUCTED BY IPSOS PUBLIC AFFAIRS PROJECT # GAMING STUDY

THE ASSOCIATED PRESS/AMERICA ONLINE POLL GAMING STUDY CONDUCTED BY IPSOS PUBLIC AFFAIRS PROJECT # GAMING STUDY 1101 Connecticut Avenue NW, Suite 200 Washington, DC 20036 (202) 463-7300 Interview dates: October 9-11 & 16-18, 2007 Interviews: 2,016 adults, 770 Gamers Margin of error: +2.2 for all adults, +3.5 for

More information

Adolescents and Information and Communication Technologies : Use and a Risk of Addiction

Adolescents and Information and Communication Technologies : Use and a Risk of Addiction Jan Lašek, Petra Kalibová, Jana Andršová Czech Republic Adolescents and Information and Communication Technologies : Use and a Risk of Addiction DOI: 10.15804/tner.2016.44.2.06 Abstract The diffusion of

More information

Can Playing Massive Multiplayer Online Role Playing Games (MMORPGs) Help Older Adults?

Can Playing Massive Multiplayer Online Role Playing Games (MMORPGs) Help Older Adults? Can Playing Massive Multiplayer Online Role Playing Games (MMORPGs) Help Older Adults? David Kaufman and Fan Zhang Faculty of Education, Simon Fraser University, 8888 University Drive, Burnaby, BC, V5A

More information

Keywords: Immediate Response Syndrome, Artificial Intelligence (AI), robots, Social Networking Service (SNS) Introduction

Keywords: Immediate Response Syndrome, Artificial Intelligence (AI), robots, Social Networking Service (SNS) Introduction Psychology Research, January 2018, Vol. 8, No. 1, 20-25 doi:10.17265/2159-5542/2018.01.003 D DAVID PUBLISHING The Relationship Between Immediate Response Syndrome and the Expectations Toward Artificial

More information

The Classification of the Real-Time Interaction-Based Behavior of Online Game Addiction in Children and Early Adolescents in Thailand

The Classification of the Real-Time Interaction-Based Behavior of Online Game Addiction in Children and Early Adolescents in Thailand The Classification of the Real- Interaction-Based Behavior of Online Game Addiction in Children and Early Adolescents in Thailand Kongkarn Vachirapanang Technopreneurship and Innovation Management Program

More information

Level 3 Extended Diploma Unit 22 Developing Computer Games

Level 3 Extended Diploma Unit 22 Developing Computer Games Level 3 Extended Diploma Unit 22 Developing Computer Games Outcomes Understand the impact of the gaming revolution on society Know the different types of computer game Be able to design and develop computer

More information

Development and Validation of Virtual Driving Simulator for the Spinal Injury Patient

Development and Validation of Virtual Driving Simulator for the Spinal Injury Patient CYBERPSYCHOLOGY & BEHAVIOR Volume 5, Number 2, 2002 Mary Ann Liebert, Inc. Development and Validation of Virtual Driving Simulator for the Spinal Injury Patient JEONG H. KU, M.S., 1 DONG P. JANG, Ph.D.,

More information

Griefers versus the Griefed - what motivates them to play Massively Multiplayer Online Role-Playing Games?

Griefers versus the Griefed - what motivates them to play Massively Multiplayer Online Role-Playing Games? Griefers versus the Griefed - what motivates them to play Massively Multiplayer Online Role-Playing Games? Leigh Achterbosch 1, Charlynn Miller 2, Christopher Turville 3, Peter Vamplew 4 1-4: Address:

More information

Video Game Addiction Masterclass

Video Game Addiction Masterclass Video Game Addiction Masterclass camerondare.com @camerondare + 1 720 903 5032 cam@gamequitters.com What Will You Learn? What video game addiction is, and why it happens How to identify at-risk teenagers

More information

Harris Poll On Line. GuwM Eligibility. Growing up with Media (GuwM) Methodology 6/20/2013

Harris Poll On Line. GuwM Eligibility. Growing up with Media (GuwM) Methodology 6/20/2013 International Society for Research on Aggression, July 2008, Budapest, Hungary Toward A Better Understanding of the Relation Between Violent Videogame Play and Different Types of Antisocial Behavior Merle

More information

Who plays mobile games? Player insights to help developers win

Who plays mobile games? Player insights to help developers win Who plays mobile games? Player insights to help developers win June 2017 Mobile games are an essential part of the Android user experience. Google Play commissioned a large scale international research

More information

How gaming communities differ from offline communities

How gaming communities differ from offline communities Abstract Gaming communities have radically changed the way people interact with one another and its instant nature for people all over the world, allows people to interact and also escape in a way they

More information

EFFECTS OF VIRTUAL VIOLENCE ON CHILDREN AND ADOLESCENTS

EFFECTS OF VIRTUAL VIOLENCE ON CHILDREN AND ADOLESCENTS EFFECTS OF VIRTUAL VIOLENCE ON CHILDREN AND ADOLESCENTS Agenda History of video game use Use Data Differences in Data Good vs. Evil Components Playing Violent Video games Effects on Brain Cause or Factor

More information

DIGITIZING OURSELVES TO DEATH

DIGITIZING OURSELVES TO DEATH DIGITIZING OURSELVES TO DEATH @ BC Pediatric Society Conference 2015, Vancouver, BC Benjamin Wong, Youth and Family Program Richmond Addiction Services Society Core Objectives for Session To consider problem

More information

Inconsistency In Studies: Violent Video Games. 'Do violent video games affect the consumers violent tendencies permanently?

Inconsistency In Studies: Violent Video Games. 'Do violent video games affect the consumers violent tendencies permanently? Nolan Deogracias CLAIM - COUNTER CLAIM S20 Inconsistency In Studies: Violent Video Games 'Do violent video games affect the consumers violent tendencies permanently?', this is a question that has been

More information

Impacts of Forced Serious Game Play on Vulnerable Subgroups

Impacts of Forced Serious Game Play on Vulnerable Subgroups Impacts of Forced Serious Game Play on Vulnerable Subgroups Carrie Heeter Professor of Telecommunication, Information Studies, and Media Michigan State University heeter@msu.edu Yu-Hao Lee Media and Information

More information

1995 Video Lottery Survey - Results by Player Type

1995 Video Lottery Survey - Results by Player Type 1995 Video Lottery Survey - Results by Player Type Patricia A. Gwartney, Amy E. L. Barlow, and Kimberlee Langolf Oregon Survey Research Laboratory June 1995 INTRODUCTION This report's purpose is to examine

More information

Examining Social Anxiety and Depression Among Excessive Online Gamers

Examining Social Anxiety and Depression Among Excessive Online Gamers Marshall University Marshall Digital Scholar Theses, Dissertations and Capstones 1-1-2012 Examining Social Anxiety and Depression Among Excessive Online Gamers Nathan Sharer sharer@marshall.edu Follow

More information

A Longitudinal Study of Game Perceptions from the Perspective of Yin-Yang Theory

A Longitudinal Study of Game Perceptions from the Perspective of Yin-Yang Theory A Longitudinal Study of Game Perceptions from the Perspective of Yin-Yang Theory Eui Jun Jeong Michigan State University jeongeu3@msu.edu Abstract With the advent of ubiquitous and convergence era, games

More information

Motivations that Keep Players Playing Keith McNabb 23 May online role-playing games (MMORPGs). These games allow people to interact through

Motivations that Keep Players Playing Keith McNabb 23 May online role-playing games (MMORPGs). These games allow people to interact through McNabb 1 World of Warcraft Motivations that Keep Players Playing Keith McNabb 23 May 2015 Introduction People around the world have become habitual players of massive multiplayer online role-playing games

More information

Social Interactions in Online Gaming

Social Interactions in Online Gaming 20 International Journal of Game-Based Learning, 1(4), 20-36, October-December 2011 Social Interactions in Online Gaming Mark D. Griffiths, Nottingham Trent University, UK Zaheer Hussain, University of

More information

NIH Public Access Author Manuscript J Addict Res Ther. Author manuscript; available in PMC 2014 March 29.

NIH Public Access Author Manuscript J Addict Res Ther. Author manuscript; available in PMC 2014 March 29. NIH Public Access Author Manuscript Published in final edited form as: J Addict Res Ther. 2013 May 21; 6: 8. A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course

More information

Gambling KTE Policy Forum Pantages Hotel Toronto, Ontario March 10 th -11 th 2016

Gambling KTE Policy Forum Pantages Hotel Toronto, Ontario March 10 th -11 th 2016 Pantages Hotel Toronto, Ontario March 10 th -11 th 2016 Social casino gaming and problem gambling: Is protection/regulation required? Jeffrey Derevensky McGill University International Centre for Youth

More information

Online Gaming Issues in Offline Couple Relationships: A Primer for Marriage and Family Therapists (MFTs)

Online Gaming Issues in Offline Couple Relationships: A Primer for Marriage and Family Therapists (MFTs) The Qualitative Report Volume 17 Number 8 Article 1 2-20-2012 Online Gaming Issues in Offline Couple Relationships: A Primer for Marriage and Family Therapists (MFTs) Katherine M. Hertlein University of

More information

Casual & Puzzle Games Data Benchmarks North America, Q1 2017

Casual & Puzzle Games Data Benchmarks North America, Q1 2017 Casual & Puzzle Games Data Benchmarks North America, Q1 2017 Key Findings - Executive Summary The Casual & Puzzle category is the most popular gaming category as far as number of apps in concerned - nearly

More information

Perceived Addictiveness of Smartphone Games: A Content Analysis of Game Reviews by Players

Perceived Addictiveness of Smartphone Games: A Content Analysis of Game Reviews by Players https://doi.org/10.1007/s11469-018-9897-5 BRIEF REPORT Perceived Addictiveness of Smartphone Games: A Content Analysis of Game Reviews by Players Janarthanan Balakrishnan 1 & Mark D. Griffiths 2 # The

More information

Provided by. RESEARCH ON INTERNATIONAL MARKETS We deliver the facts you make the decisions

Provided by. RESEARCH ON INTERNATIONAL MARKETS We deliver the facts you make the decisions Provided by RESEARCH ON INTERNATIONAL MARKETS March 2014 PREFACE Market reports by ystats.com inform top managers about recent market trends and assist with strategic company decisions. A list of advantages

More information

Development of Instruments to Measure ImmerseAbility of Individuals and ImmersiveNess of Video Games

Development of Instruments to Measure ImmerseAbility of Individuals and ImmersiveNess of Video Games Development of Instruments to Measure ImmerseAbility of Individuals and ImmersiveNess of Video Games Kent L. Norman Department of Psychology, University of Maryland, College Park, MD Contact: klnorman@umd.edu

More information

ISPR 2011: THE INTERNATIONAL SOCIETY FOR PRESENCE RESEARCH ANNUAL CONFERENCE

ISPR 2011: THE INTERNATIONAL SOCIETY FOR PRESENCE RESEARCH ANNUAL CONFERENCE ISPR 2011: THE INTERNATIONAL SOCIETY FOR PRESENCE RESEARCH ANNUAL CONFERENCE EDINBURGH, 26-28 OCTOBER 2011 EDITED BY PHIL TURNER ISBN: 978-0-9792217-4-3 The copyright of each separate paper published within

More information

Limit setting and player choice in most intense online gamblers: An empirical study of online gambling behaviour

Limit setting and player choice in most intense online gamblers: An empirical study of online gambling behaviour Published as: Auer, M. & Griffiths, M.D. (2013). Voluntary limit setting and player choice in most intense online gamblers: An empirical study of gambling behaviour. Journal of Gambling Studies, 29, 647-660.

More information

Electronic Gaming in the Digital Home: Game Advertising

Electronic Gaming in the Digital Home: Game Advertising Synopsis Forecast of Spending (2006-2012) Electronic in the Digital Home: paints a complete picture of the fledging game advertising industry. The report includes analysis and forecast for different game

More information

Abstract. Introduction

Abstract. Introduction Player Personality and Their Characters In World of Warcraft 1 Abby Bashore University Of Denver Abstract Many players of the popular online multiplayer game World of Warcraft seek to forums for various

More information

Published as: Griffiths, M.D. (2011). Gaming convergence: Further legal issues and psychosocial impact. Gaming Law Review and Economics, 14,

Published as: Griffiths, M.D. (2011). Gaming convergence: Further legal issues and psychosocial impact. Gaming Law Review and Economics, 14, Published as: Griffiths, M.D. (2011). Gaming convergence: Further legal issues and psychosocial impact. Gaming Law Review and Economics, 14, 461-464. Social gambling via Facebook: Further observations

More information

ESS Round 8 Question Design Template New Core Items

ESS Round 8 Question Design Template New Core Items ESS Round 8 Question Design Template New Core Items Concept: Internet use Question expert: Rachel Gibson and Marta Cantijoch Cunill, University of Manchester Aim To develop a new item for the ESS core

More information

Theoretical loss and gambling intensity: a simulation study

Theoretical loss and gambling intensity: a simulation study Published as: Auer, M., Schneeberger, A. & Griffiths, M.D. (2012). Theoretical loss and gambling intensity: A simulation study. Gaming Law Review and Economics, 16, 269-273. Theoretical loss and gambling

More information

DECISION MAKING IN THE IOWA GAMBLING TASK. To appear in F. Columbus, (Ed.). The Psychology of Decision-Making. Gordon Fernie and Richard Tunney

DECISION MAKING IN THE IOWA GAMBLING TASK. To appear in F. Columbus, (Ed.). The Psychology of Decision-Making. Gordon Fernie and Richard Tunney DECISION MAKING IN THE IOWA GAMBLING TASK To appear in F. Columbus, (Ed.). The Psychology of Decision-Making Gordon Fernie and Richard Tunney University of Nottingham Address for correspondence: School

More information

Massively Multiplayer Online Gamers: Motivations and Risks

Massively Multiplayer Online Gamers: Motivations and Risks Georgia State University ScholarWorks @ Georgia State University Counseling and Psychological Services Dissertations Department of Counseling and Psychological Services Spring 5-2012 Massively Multiplayer

More information

The evolution of poker players gambling habits: a three-year cohort study

The evolution of poker players gambling habits: a three-year cohort study The evolution of poker players gambling habits: a three-year cohort study Magali Dufour 1, Ph.D. Élise Roy 1, MD., MSc. Natacha Brunelle 2, Ph.D. 1 Université de Sherbrooke, 2 Université du Québec à Trois-Rivières

More information

Analyzing Games.

Analyzing Games. Analyzing Games staffan.bjork@chalmers.se Structure of today s lecture Motives for analyzing games With a structural focus General components of games Example from course book Example from Rules of Play

More information

Adjustable Group Behavior of Agents in Action-based Games

Adjustable Group Behavior of Agents in Action-based Games Adjustable Group Behavior of Agents in Action-d Games Westphal, Keith and Mclaughlan, Brian Kwestp2@uafortsmith.edu, brian.mclaughlan@uafs.edu Department of Computer and Information Sciences University

More information

Mmorpg unblocked free

Mmorpg unblocked free P ford residence southampton, ny Mmorpg unblocked free 8-3-2018 Play Unblocked Games. Unblocked Games has free arcade Play here! A lot of the fun with Unblocked Games at School Our Aim to deliver Daily

More information

Do Video Games Promote Positive Youth Development?

Do Video Games Promote Positive Youth Development? 464522JAR28210.1177/0743558412464522Journal of Adolescent ResearchAdachi and Willoughby The Author(s) 2012 Reprints and permission: sagepub.com/journalspermissions.nav Do Video Games Promote Positive Youth

More information

The Development of Sustainable Growth Strategy Model Based on the User Tendency in the Online Game Services

The Development of Sustainable Growth Strategy Model Based on the User Tendency in the Online Game Services The Development of Sustainable Growth Strategy Model Based on the User Tendency in the Online Game Services Hyeog-In Kwon, Hi-Yeob Joo, Dae-Jin Kim, and Jong-Seok Park Chung-Ang University, Art Center

More information

Time to Kill: A Psychological Study of World of Warcraft as a Cultural Phenomenon. Mette Ljungquist Johannessen and Kirsti Elisabeth Wiik

Time to Kill: A Psychological Study of World of Warcraft as a Cultural Phenomenon. Mette Ljungquist Johannessen and Kirsti Elisabeth Wiik Time to Kill: A Psychological Study of World of Warcraft as a Cultural Phenomenon Mette Ljungquist Johannessen and Kirsti Elisabeth Wiik Master of Philosophy in Psychology Institute of Psychology University

More information

1 Dr. Norbert Steigenberger Reward-based crowdfunding. On the Motivation of Backers in the Video Gaming Industry. Research report

1 Dr. Norbert Steigenberger Reward-based crowdfunding. On the Motivation of Backers in the Video Gaming Industry. Research report 1 Dr. Norbert Steigenberger Reward-based crowdfunding On the Motivation of Backers in the Video Gaming Industry Research report Dr. Norbert Steigenberger Seminar for Business Administration, Corporate

More information

Enjoyment or Engagement? Role of Social Interaction in Playing Massively Mulitplayer Online Role-playing Games (MMORPGS)

Enjoyment or Engagement? Role of Social Interaction in Playing Massively Mulitplayer Online Role-playing Games (MMORPGS) Enjoyment or Engagement? Role of Social Interaction in Playing Massively Mulitplayer Online Role-playing Games (MMORPGS) Vivian Hsueh-Hua Chen 1, Henry Been-Lirn Duh 2, Priscilla Siew Koon Phuah 1, and

More information

2007 Census of Agriculture Non-Response Methodology

2007 Census of Agriculture Non-Response Methodology 2007 Census of Agriculture Non-Response Methodology Will Cecere National Agricultural Statistics Service Research and Development Division, U.S. Department of Agriculture, 3251 Old Lee Highway, Fairfax,

More information

Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients with Problematic Online Game Playing

Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients with Problematic Online Game Playing ORIGINAL ARTICLE http://dx.doi.org/10.4306/pi.2016.13.3.297 Print ISSN 1738-3684 / On-line ISSN 1976-3026 OPEN ACCESS Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients

More information

Using Administrative Records for Imputation in the Decennial Census 1

Using Administrative Records for Imputation in the Decennial Census 1 Using Administrative Records for Imputation in the Decennial Census 1 James Farber, Deborah Wagner, and Dean Resnick U.S. Census Bureau James Farber, U.S. Census Bureau, Washington, DC 20233-9200 Keywords:

More information

financial risk? Whose theory is this? (not in text) David Hesmondhalgh 5 Who is producing low budget games & why is it easier to release them

financial risk? Whose theory is this? (not in text) David Hesmondhalgh 5 Who is producing low budget games & why is it easier to release them Big text book P108-110 half way down 1 In what form are most video games now distributed? 2 What effect does this have on the power of distributors? 3 Give an example of a service that has transformed

More information

Perception vs. Reality: Challenge, Control And Mystery In Video Games

Perception vs. Reality: Challenge, Control And Mystery In Video Games Perception vs. Reality: Challenge, Control And Mystery In Video Games Ali Alkhafaji Ali.A.Alkhafaji@gmail.com Brian Grey Brian.R.Grey@gmail.com Peter Hastings peterh@cdm.depaul.edu Copyright is held by

More information

Video Game Education

Video Game Education Video Game Education Brian Flannery Computer Science and Information Systems University of Nebraska-Kearney Kearney, NE 68849 flannerybh@lopers.unk.edu Abstract Although video games have had a negative

More information

EMERGING OPPORTUNITIES AND RISKS IN MASSIVELY MULTIPLAYER ONLINE ROLE PLAYING GAMES

EMERGING OPPORTUNITIES AND RISKS IN MASSIVELY MULTIPLAYER ONLINE ROLE PLAYING GAMES EMERGING OPPORTUNITIES AND RISKS IN MASSIVELY MULTIPLAYER ONLINE ROLE PLAYING GAMES Benjamin Sanders Plymouth University benjamin.sanders@plymouth.ac.uk Shirley Atkinson Plymouth University shirley.atkinson@plymouth.ac.uk

More information

New Challenges of immersive Gaming Services

New Challenges of immersive Gaming Services New Challenges of immersive Gaming Services Agenda State-of-the-Art of Gaming QoE The Delay Sensitivity of Games Added value of Virtual Reality Quality and Usability Lab Telekom Innovation Laboratories,

More information

Many online gamers do not play games alone; they

Many online gamers do not play games alone; they CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING Volume 16, Number 12, 2013 ª Mary Ann Liebert, Inc. DOI: 10.1089/cyber.2011.0522 Communication, Opponents, and Clan Performance in Online Games: A Social

More information

arxiv: v2 [cs.si] 26 Feb 2013

arxiv: v2 [cs.si] 26 Feb 2013 Friends FTW! Friendship, Collaboration and Competition in Halo: Reach Winter Mason Stevens Institute of Technology m@winteram.com Aaron Clauset University of Colorado, Boulder Santa Fe Institute aaron.clauset@colorado.edu

More information

1. Time, Money, and Integration - Then and Now

1. Time, Money, and Integration - Then and Now 1. Time, Money, and Integration - Then and Now This page is about what you were (or your family member was) doing and earning before leaving a sheltered workshop. All the questions are directed to you,

More information

The Impact of Facebook and Others Social Networks Usage on Academic Performance and Social Life among Medical Students at Khartoum University

The Impact of Facebook and Others Social Networks Usage on Academic Performance and Social Life among Medical Students at Khartoum University The Impact of Facebook and Others Social Networks Usage on Academic Performance and Social Life among Medical Students at Khartoum University Daffalla A'lamElhuda, D. A.Dimetry Abstract: Introduction:

More information

Understanding Player Attitudes Towards Digital Game Objects

Understanding Player Attitudes Towards Digital Game Objects Understanding Player Attitudes Towards Digital Game Objects Gustavo F. Tondello HCI Games Group University of Waterloo 200 University Avenue West Waterloo, ON, Canada N2L 3G1 gustavo@tondello.com Rina

More information

CISC 1600 Introduction to Multi-media Computing

CISC 1600 Introduction to Multi-media Computing CISC 1600 Introduction to Multi-media Computing Summer Session II 2012 Instructor : J. Raphael Email Address: Course Page: Class Hours: raphael@sci.brooklyn.cuny.edu http://www.sci.brooklyn.cuny.edu/~raphael/cisc1600.html

More information

Online Gaming Category Overview

Online Gaming Category Overview Online Gaming Category Overview Yandex International Business Development ussales@yandex-team.ru +1 857.288.8762 uksales@yandex-team.ru +44 020 3291 3306 Segment Volumes ü Query dynamics ü User interest

More information

Avatar Idealization in Video Games

Avatar Idealization in Video Games Avatar Idealization in Video Games Hannah Pruse September 11, 2015 1 Introduction Video games have become ubiquitous as both entertainment and computer-mediated social interaction, and due to their interactivity

More information

Estimation Methodology and General Results for the Census 2000 A.C.E. Revision II Richard Griffin U.S. Census Bureau, Washington, DC 20233

Estimation Methodology and General Results for the Census 2000 A.C.E. Revision II Richard Griffin U.S. Census Bureau, Washington, DC 20233 Estimation Methodology and General Results for the Census 2000 A.C.E. Revision II Richard Griffin U.S. Census Bureau, Washington, DC 20233 1. Introduction 1 The Accuracy and Coverage Evaluation (A.C.E.)

More information