J 2014

The role of social motivation and sociability of gamers in online game addiction

BLINKA, Lukas and Jakub MIKUŠKA

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

Language

English

Type of outcome

Článek v odborném periodiku

Field of Study

50100 5.1 Psychology and cognitive sciences

Country of publisher

Czech Republic

Confidentiality degree

není předmětem státního či obchodního tajemství

References:

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
Změněno: 27/4/2015 10:27, RNDr. Daniel Jakubík

Abstract

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.

Links

GAP407/12/1831, research and development project
Name: 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