Psychological Predictors of Problematic Involvement in Massively Multiplayer Online Role-Playing Games: Illustration in a Sample of Male Cybercafé Players
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Accès restreint UNIL
Etat: Public
Version: Final published version
Licence: Non spécifiée
Accès restreint UNIL
Etat: Public
Version: Final published version
Licence: Non spécifiée
ID Serval
serval:BIB_2DD32F7FF935
Type
Article: article d'un périodique ou d'un magazine.
Collection
Publications
Institution
Titre
Psychological Predictors of Problematic Involvement in Massively Multiplayer Online Role-Playing Games: Illustration in a Sample of Male Cybercafé Players
Périodique
Psychopathology
ISSN
1423-033X
0254-4962
0254-4962
Statut éditorial
Publié
Date de publication
2011
Peer-reviewed
Oui
Volume
44
Numéro
3
Pages
165-171
Langue
anglais
Résumé
Background: Massively Multiplayer Online Role-Playing
Games (MMORPGs) are video games in which a large number
of players interact with one another in a persistent virtual
world. MMORPGs can become problematic and result in
negative outcomes in daily living (e.g. loss of control on gaming
behaviors, compromised social and individual quality of
life). The aim of the present study is to investigate psychological
predictors of problematic involvement in MMORPGs.
Sampling and Methods: Fifty-four males who played
MMORPGs regularly were recruited in cybercafés and
screened using the UPPS Impulsive Behavior Scale (which assesses
4 facets of impulsivity) and the Motivation to Play Online
Questionnaire (which assesses personal motives to play
online). Negative consequences due to excessive time spent
on the Internet were assessed with the Internet Addiction
Test. Results: Multiple regression analysis showed that problematic
use of MMORPGs is significantly predicted by: (1) high urgency ( b = 0.45), and (2) a motivation to play for immersion
( b = 0.35). Conclusion: This study showed that, for
certain individuals (who are characterized by a proneness to
act rashly in emotional contexts and motivated to play to be
immersed in a virtual world), involvement in MMORPGs can
become problematic and engender tangible negative consequences
in daily life
Games (MMORPGs) are video games in which a large number
of players interact with one another in a persistent virtual
world. MMORPGs can become problematic and result in
negative outcomes in daily living (e.g. loss of control on gaming
behaviors, compromised social and individual quality of
life). The aim of the present study is to investigate psychological
predictors of problematic involvement in MMORPGs.
Sampling and Methods: Fifty-four males who played
MMORPGs regularly were recruited in cybercafés and
screened using the UPPS Impulsive Behavior Scale (which assesses
4 facets of impulsivity) and the Motivation to Play Online
Questionnaire (which assesses personal motives to play
online). Negative consequences due to excessive time spent
on the Internet were assessed with the Internet Addiction
Test. Results: Multiple regression analysis showed that problematic
use of MMORPGs is significantly predicted by: (1) high urgency ( b = 0.45), and (2) a motivation to play for immersion
( b = 0.35). Conclusion: This study showed that, for
certain individuals (who are characterized by a proneness to
act rashly in emotional contexts and motivated to play to be
immersed in a virtual world), involvement in MMORPGs can
become problematic and engender tangible negative consequences
in daily life
Mots-clé
MMORPG, World of Warcraft, Motives, Impulsivity, UPPS
Pubmed
Web of science
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Création de la notice
10/01/2020 9:31
Dernière modification de la notice
28/03/2022 5:39