An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games

被引:75
作者
Hussain, Zaheer [1 ]
Williams, Glenn A. [2 ]
Griffiths, Mark D. [2 ]
机构
[1] Univ Derby, Ctr Psychol Res, Derby DE22 1GB, England
[2] Nottingham Trent Univ, Int Gaming Res Unit, Nottingham NG1 4GN, England
关键词
Massively multiplayer online role-playing games; Addiction; Motivations; Latent Class Analysis; Risk; Online gaming; LATENT CLASS ANALYSIS; INTERNET ADDICTION; PROBLEMATIC INTERNET; SENSATION SEEKING; IMPULSIVITY; PREVALENCE; DEPENDENCE; ADOLESCENTS; GRATIFICATIONS; DEFINITION;
D O I
10.1016/j.chb.2015.03.075
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Massively multiplayer online role-playing games (MMORPGs) are a popular form of entertainment used by millions of garners worldwide. Potential problems relating to MMORPG play have emerged, particularly in relation to being addicted to playing in such virtual environments. In the present study, factors relating to online gaming addiction and motivations for playing in MMORPGs were examined to establish whether they were associated with addiction. A sample comprised 1167 garners who were surveyed about their gaming motivations. Latent Class Analysis revealed seven classes of motivations for playing MMORPGs, which comprised: (1) novelty; (2) highly social and discovery-orientated; (3) aggressive, anti-social and non-curious; (4) highly social, competitive; (5) low intensity enjoyment; (6) discovery-orientated; and (7) social classes. Five classes of gaming addiction-related experiences were extracted including: (1) high risk of addiction, (2) time-affected, (3) intermediate risk of addiction, (4) emotional control, and (5) low risk of addiction classes. Gender was a significant predictor of intermediate risk of addiction and emotional control class membership. Membership of the high risk of addiction class was significantly predicted by belonging to a highly social and competitive class, a novelty class, or an aggressive, anti-social, and non-curious class. Implications of these findings for assessment and treatment of MMORPG addiction are discussed. (C) 2015 Elsevier Ltd. All rights reserved.
引用
收藏
页码:221 / 230
页数:10
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