BLINKA, Lukas and Jakub MIKUŠKA. The role of social motivation and sociability of gamers in online game addiction. Cyberpsychology: Journal of psychosocial research on cyberspace. Masarykova univerzita, 2014, vol. 8, No 2, p. nestránkováno, 19 pp. ISSN 1802-7962.
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Basic information
Original name The role of social motivation and sociability of gamers in online game addiction
Authors BLINKA, Lukas (203 Czech Republic, guarantor, belonging to the institution) and Jakub MIKUŠKA (703 Slovakia).
Edition Cyberpsychology: Journal of psychosocial research on cyberspace, Masarykova univerzita, 2014, 1802-7962.
Other information
Original language English
Type of outcome Article in a journal
Field of Study 50100 5.1 Psychology and cognitive sciences
Country of publisher Czech Republic
Confidentiality degree is not subject to a state or trade secret
WWW URL
RIV identification code RIV/00216224:14230/14:00073771
Organization unit Faculty of Social Studies
Keywords in English online game addiction; social motivation; sociability; social self-efficacy; peer-attachment
Changed by Changed by: RNDr. Daniel Jakubík, učo 139797. Changed: 27/4/2015 10:27.
Abstract
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.
Links
GAP407/12/1831, research and development projectName: Faktory excesivního online hraní a jejich vývoj v čase (Acronym: RFEOG)
Investor: Czech Science Foundation, Revealing Factors of Excessive Online Gaming and its Development over Time
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