Motivations to Play Specifically Predict Excessive Involvement in Massively Multiplayer Online Role-Playing Games: Evidence from an Online Survey
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UNIL restricted access
State: Public
Version: Final published version
License: Not specified
Serval ID
serval:BIB_B7272ACBFF21
Type
Article: article from journal or magazin.
Collection
Publications
Institution
Title
Motivations to Play Specifically Predict Excessive Involvement in Massively Multiplayer Online Role-Playing Games: Evidence from an Online Survey
Journal
European Addiction Research
ISSN
1421-9891
1022-6877
1022-6877
Publication state
Published
Issued date
2011
Peer-reviewed
Oui
Volume
17
Number
4
Pages
185-189
Language
english
Abstract
Background: Several studies have linked massively multiplayer
online role-playing games (MMORPGs) with possible
problematic usage or internet addiction. Aims: The main
goal of the present study was to assess links between motivations
to play in MMORPGs and addictive involvement in
such types of games. Methods: A total of 696 gamers responded
to an online survey. Results and Conclusion: Five
distinct motivations to play were identified in gamers:
achievement, socializing, immersion, relaxing and escaping.
Multiple regression analysis revealed that addictive
MMORPG use patterns are predicted by achievement, escapism
and socializing motives. Gender was also a significant
predictor of problematic involvement in MMORPGs. Moreover,
addictive MMORPG use positively correlated with the
weekly time devoted to playing MMORPGs.
online role-playing games (MMORPGs) with possible
problematic usage or internet addiction. Aims: The main
goal of the present study was to assess links between motivations
to play in MMORPGs and addictive involvement in
such types of games. Methods: A total of 696 gamers responded
to an online survey. Results and Conclusion: Five
distinct motivations to play were identified in gamers:
achievement, socializing, immersion, relaxing and escaping.
Multiple regression analysis revealed that addictive
MMORPG use patterns are predicted by achievement, escapism
and socializing motives. Gender was also a significant
predictor of problematic involvement in MMORPGs. Moreover,
addictive MMORPG use positively correlated with the
weekly time devoted to playing MMORPGs.
Keywords
MMORPG, Motives, Gaming, Gaming Disorder
Pubmed
Web of science
Publisher's website
Create date
10/01/2020 9:31
Last modification date
28/03/2022 5:39