2012
DOI: 10.1089/cyber.2012.0034
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Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games

Abstract: Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 n… Show more

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Cited by 295 publications
(211 citation statements)
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References 26 publications
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“…Presumably, the Internet is used in order to cope with problems (e.g., loneliness, family conflict, depressive symptoms), which in turn may exacerbate potential Internet addiction symptoms [e.g., 218,219]. Similar relationships between alcohol use for coping purposes and alcohol abuse have been established [220], suggesting that the link between everyday problems and Internet use as coping mechanism appear viable.…”
Section: Discussionmentioning
confidence: 99%
“…Presumably, the Internet is used in order to cope with problems (e.g., loneliness, family conflict, depressive symptoms), which in turn may exacerbate potential Internet addiction symptoms [e.g., 218,219]. Similar relationships between alcohol use for coping purposes and alcohol abuse have been established [220], suggesting that the link between everyday problems and Internet use as coping mechanism appear viable.…”
Section: Discussionmentioning
confidence: 99%
“…In this study, only the frequent use of online games, and neither browser nor offline games, increased the risk of being addicted to the Internet. Online games require a large amount of commitment and time investment on behalf of the player in order for him to be able to achieve game imminent goals which may in turn contribute to the development of maladaptive behaviours and coping strategies that reinforce gaming (Kuss, Louws, & Wiers, 2012). Taken together, and viewed from the frequency of usage and potential problems, the desire to use online media appears to be very strong.…”
Section: Discussionmentioning
confidence: 99%
“…Among these, online gaming has received significant attention with the latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) advocating Internet Gaming Disorder as a condition in need of further study (American Psychiatric Association, 2013), and research has placed particular emphasis upon the playing of Massively Multiplayer Online Role-Playing Games (MMORPGs) (Wallace, 2014). MMORPGs are online games in which individuals can develop a character, compete, and interact with other players without time and space limitations (Kuss, Louws & Wiers, 2012). While MMORPGs have been consistently associated with IA (Kuss & Griffiths, 2012;Gentile et al, 2011), their likely positive effects in the areas of social interactions and facilitating educational learning have also been noted (Cole & Griffiths, 2007;De Freitas & Griffiths, 2011;Skoric & Kwan, 2011;Jones, Scholes, Johnson, Katsikitis, & Carras, 2014).…”
Section: Massively Multiplayer Online Role-playing Games (Mmorpgs)mentioning
confidence: 99%