2017
DOI: 10.1007/s10586-017-0747-1
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The impact of social factors on excessive online game usage, moderated by online self-identity

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Cited by 15 publications
(17 citation statements)
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References 64 publications
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“…According to Erikson's Theory of Psychosocial Development [46], adolescents will actively explore and establish their self-identity at the "Identity versus Role Confusion" stage while adults will seek to build up their social relationships at the "Intimacy versus Isolation" stage. These intrapersonal and interpersonal needs are often shown to motivate gaming behaviors, particularly the involvement in the massively multiplayer online role-playing games [47,48]. In their study with 179 Korean undergraduates, Kim and Kim [47] found that social motivations significantly predicted excessive Internet gaming.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…According to Erikson's Theory of Psychosocial Development [46], adolescents will actively explore and establish their self-identity at the "Identity versus Role Confusion" stage while adults will seek to build up their social relationships at the "Intimacy versus Isolation" stage. These intrapersonal and interpersonal needs are often shown to motivate gaming behaviors, particularly the involvement in the massively multiplayer online role-playing games [47,48]. In their study with 179 Korean undergraduates, Kim and Kim [47] found that social motivations significantly predicted excessive Internet gaming.…”
Section: Discussionmentioning
confidence: 99%
“…These intrapersonal and interpersonal needs are often shown to motivate gaming behaviors, particularly the involvement in the massively multiplayer online role-playing games [47,48]. In their study with 179 Korean undergraduates, Kim and Kim [47] found that social motivations significantly predicted excessive Internet gaming. In particular, the study showed that participants who were more motivated to overcome loneliness, build real-life social network, or increase virtual social network, were more likely to engage in excessive Internet gaming.…”
Section: Discussionmentioning
confidence: 99%
“…22.2% of the studies were published between 2016—2017, and 77.8% from 2021. The samples ranged from 179 (Kim & Kim, 2017 ) to 7022 students (Borges et al, 2019 ), with 88.9% below 1000 and a mean of 1131.9 (SD = 149.5).…”
Section: Resultsmentioning
confidence: 99%
“…Enhancing social skills is one of the benefits being associated with computer games. A study among Korean undergraduate students determined that online gaming has statistically significant effect to social interaction factors such as escape from loneliness, as well as increasing and reinforcing social interactions (Kim & Kim, 2017). At the same time, the research shows that self-identity is a factor in moderating the relationship between the two variables.…”
Section: Computer Games In Various Perspectivesmentioning
confidence: 98%