2010
DOI: 10.1007/s11469-010-9275-4
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Entrapment and Near Miss: A Comparative Analysis of Psycho-Structural Elements in Gambling Games and Massively Multiplayer Online Role-Playing Games

Abstract: While massively multiplayer online role-playing games like World of Warcraft are often accused of leading to excessive and harmful playing, the only gaming activity that is internationally recognized as a pathological disorder is excessive gambling. The present article seeks to establish empirical data on potential harmful online gaming through a comparative structural analysis of massively multiplayer online games and gambling games. The analysis focuses on some of the psycho-structural elements that contribu… Show more

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Cited by 32 publications
(26 citation statements)
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“…The relationship between psychological absorption and PVGP would expectedly be more evident in games such as Facebook games, which take much longer to complete and can be played for long periods of time due to their repetitive game design. While this long term, repetitive play style is not new or exclusive to Facebook games (many MMORPGs operate on similar principles; see Karlsen, 2011 [31] for a discussion on "grinding"), Facebook games differ in that they are much more portable as they can be played on mobile devices, and therefore do not require a dedicated space (such as a computer) to play. It is argued here that this may increase instances of unintended conflict with other areas of one's life more-so than other types of games, as player's may play such games just before they intend to sleep or while at work to pass a few minutes, but may find themselves playing for much longer, resulting in a loss of sleep/work conflicts.…”
Section: Psychological Absorptionmentioning
confidence: 99%
See 1 more Smart Citation
“…The relationship between psychological absorption and PVGP would expectedly be more evident in games such as Facebook games, which take much longer to complete and can be played for long periods of time due to their repetitive game design. While this long term, repetitive play style is not new or exclusive to Facebook games (many MMORPGs operate on similar principles; see Karlsen, 2011 [31] for a discussion on "grinding"), Facebook games differ in that they are much more portable as they can be played on mobile devices, and therefore do not require a dedicated space (such as a computer) to play. It is argued here that this may increase instances of unintended conflict with other areas of one's life more-so than other types of games, as player's may play such games just before they intend to sleep or while at work to pass a few minutes, but may find themselves playing for much longer, resulting in a loss of sleep/work conflicts.…”
Section: Psychological Absorptionmentioning
confidence: 99%
“…That is, while players may be motivated by in-game rewards, their reasons behind such motivations may not be based around the actual instance associated with receiving the reward, but instead, the value of an in-game reward may lie behind the socially and personally constructed meaning behind this game reward [49]. For example, individuals may set themselves a goal to reach a certain level, or to obtain an item that can only be obtained through many hours of repetitive play [31]. In this regard, it is not necessarily the feelings associated with reaching the goal which keeps the player motivated, but instead it may be the adoration from their peers, the fact that reaching this goal may allow the player access to new game features, or even the esteem they associate with that goal.…”
Section: Reward Responsivenessmentioning
confidence: 99%
“…The Massively Multiplayer Online Role-Playing Game (MMORPG) World of Warcraft (Blizzard, 2004) is now acknowledged to be a highly social game (Snodgrass et al, 2011), even to a dangerous level (Karlsen, 2010). By dedicating his work to this worldwide online game, Glas offers a broad analysis of interactions between actors around this game.…”
Section: Living the Experience Sociallymentioning
confidence: 99%
“…Gentile 2009). The core of this debate concerns the players' problem of controlling time spent on playing, which has been related to the social pressure to continue playing (Linderoth and Bennersted 2007), as well as to the design of these games (Karlsen 2010). A game addict is described as someone who has problems with quitting playing, who prioritises game play over other social activities, and who neglects taking care of him-/herself (e.g.…”
Section: Taking Breaksmentioning
confidence: 99%