2014
The role of social motivation and sociability of gamers in online game addiction
BLINKA, Lukas a Jakub MIKUŠKAZákladní údaje
Originální název
The role of social motivation and sociability of gamers in online game addiction
Autoři
BLINKA, Lukas a Jakub MIKUŠKA
Vydání
Cyberpsychology: Journal of psychosocial research on cyberspace, Masarykova univerzita, 2014, 1802-7962
Další údaje
Jazyk
angličtina
Typ výsledku
Článek v odborném periodiku
Obor
50100 5.1 Psychology and cognitive sciences
Stát vydavatele
Česká republika
Utajení
není předmětem státního či obchodního tajemství
Odkazy
Označené pro přenos do RIV
Ano
Kód RIV
RIV/00216224:14230/14:00073771
Organizační jednotka
Fakulta sociálních studií
Klíčová slova anglicky
online game addiction; social motivation; sociability; social self-efficacy; peer-attachment
Změněno: 27. 4. 2015 10:27, RNDr. Daniel Jakubík
Anotace
V originále
Massively multiplayer online (MMO) games represent a long-standing, intensive and wide spread type of online applications whose popularity continues to grow. Although just a mere entertainment and leisure activity for most gamers, its potentially negative and addictive outcomes were intensively studied and recently also acknowledged by the American Psychiatric Association (2013). MMOs are essentially a social activity, but empirical studies are equivocal in identifying whether and to what extent the social factors help develop the addictive gaming habits associated with these applications. The present study seeks to directly identify the role of social factors in online addictive gaming. Survey data from 667 MMO gamers were analysed. Together with an online game addiction scale, the investigated psychological factors included social motivation for gaming, online peer attachment and social self-efficacy. The results revealed that although social motivation was a predictor of addictive gaming, high social motivation was typical for intensive gamers regardless of their level of addiction. However, gamers at-risk of addiction scored lower in their social self-efficacy and interpersonal trust measured by peer attachment. This supports the poor-get-poorer hypothesis, that generally less socially skilled gamers face further problems online. However, social factors were only modestly associated to online addictive gaming which indicates higher relevance of other factors identified by literature, e.g. immersion and in-game rewards systems.
Návaznosti
| GAP407/12/1831, projekt VaV |
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