Results 211 to 220 of about 7,089 (242)
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Problematic involvement in online games: A cluster analytic approach
Computers in Human Behavior, 2015Playing online games can become problematic and engender adverse consequences. Several psychological factors have been shown to influence the development and the maintenance of this problematic behavior, including impulsivity traits, motives to play (immersion, achievement, social affiliation), and self-esteem.
Joël Billieux +5 more
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Social regulation in an online game
Proceedings of the 16th ACM international conference on Supporting group work - GROUP '10, 2010More and more interaction is becoming code-based. Indeed, in online worlds, it is all there is. If software is providing a new basis for social interaction, then changing the infrastructure of interaction may necessarily change social interaction in important ways.
Mark S. Ackerman +2 more
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A vacation from your mind: Problematic online gaming is a stress response
Computers in Human Behavior, 2014We present ethnographically-informed survey and interview data suggesting that problematic online gaming in the World of Warcraft (WoW) can be conceptualized as a response to pre-existing life stress, which for highly stressed individuals magnifies rather than relieves their suffering.
Jeffrey G. Snodgrass +5 more
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Problematizing excessive online gaming and its psychological predictors
Computers in Human Behavior, 2014This study problematizes the common methodology in studies on excessive internet use where psychological characteristics are sought as unique predictors of negative outcomes. It suggests that some predictors may be significant only by virtue of being examined in isolation.
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2007
A longitudinal design was employed to collect three waves of survey data over a 14 month period from 2790 online gamers. Respondents were asked questions about their gaming activity, motivations, personality, social and emotional environment, and the effect gaming has had on their lives.
A. Fleming Seay, Robert E. Kraut
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A longitudinal design was employed to collect three waves of survey data over a 14 month period from 2790 online gamers. Respondents were asked questions about their gaming activity, motivations, personality, social and emotional environment, and the effect gaming has had on their lives.
A. Fleming Seay, Robert E. Kraut
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Problematic Online Gaming Among a Sample of University Students in Egypt
Addictive Disorders & Their Treatment, 2018Objectives:Despite the undeniable benefits of the internet, it can still be harmful sometimes. Problematic internet use has been of interest to researchers for years. However, lately, more focus was given to online gaming.Subjects and Methods:In total, 996 students were recruited from 6 faculties ...
Gihan ELNahas +6 more
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[Problematic online gaming. A review of the literature].
Psychiatria Hungarica : A Magyar Pszichiatriai Tarsasag tudomanyos folyoirata, 2013In parallel with the increasing popularity of online games, researchers have reported an increasing number of problematic users. For this reason there is a growing amount of literature analyzing the effects of online games. The present review described the evolution of online games as well as their types and specific characteristics of these types ...
Katalin, Nagygyörgy +6 more
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Problematic of Massively Multiplayer Online Game Addiction in Malaysia
2018This study aimed to find causes of online game addiction among adolescents in Malaysia specifically focus on massively multiplayer online games (MMOG) in Malaysia. The relationship between causes and the addiction components will be investigated. This study used focus group discussion (FGD) as research methodology.
Muhammad Muhaimin +2 more
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Personality and Individual Differences, 2012
This research investigated the associations between personality traits and both normal and problematic massively multiplayer online role playing game (MMORPGs) play, as measured by a self report scale. A total of 225 participants completed the online questionnaire, 66 of whom played MMORPGs.
Emily Collins +2 more
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This research investigated the associations between personality traits and both normal and problematic massively multiplayer online role playing game (MMORPGs) play, as measured by a self report scale. A total of 225 participants completed the online questionnaire, 66 of whom played MMORPGs.
Emily Collins +2 more
openaire +1 more source

