...Running Head: Online Game Addiction Perception of and Addiction to Online Games as a Function of Personality Traits Searle Huh University of Southern California and Nicholas David Bowman Michigan State University Online Publication Date: April 26, 2008 Journal of Media Psychology, V 13, No. 2, Spring, 2008 Abstract With the growing popularity of online video games, there have been anecdotal reports suggesting that these games are highly addictive, with some gamers spending in excess of 40 to 50 hours per week playing. Thus, research into the individual characteristics that lead to excessive play is warranted. This paper examines two individual variables – personality and perceptions of media – and explores how they relate to online game play, specifically online game addiction. By presenting a revised metric for online game addiction, this paper explores the relationship between addiction and both personality and perception. Online addiction is presented in this paper as a process addiction with four unique factors: perceived social sanctions, excessive play, uncontrollable play, and displacement. Both personality and perception are found to be significantly associated with online game addiction. These results are interpreted and discussed, and future research direction is suggested. Keywords: online game addiction, Big Five personality traits, media perception, MMOs Perception and Addiction of Online Games as a Function of Personality Traits ...
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...Running Head: Online Game Addiction Perception of and Addiction to Online Games as a Function of Personality Traits Searle Huh University of Southern California and Nicholas David Bowman Michigan State University Online Publication Date: April 26, 2008 Journal of Media Psychology, V 13, No. 2, Spring, 2008 Abstract With the growing popularity of online video games, there have been anecdotal reports suggesting that these games are highly addictive, with some gamers spending in excess of 40 to 50 hours per week playing. Thus, research into the individual characteristics that lead to excessive play is warranted. This paper examines two individual variables – personality and perceptions of media – and explores how they relate to online game play, specifically online game addiction. By presenting a revised metric for online game addiction, this paper explores the relationship between addiction and both personality and perception. Online addiction is presented in this paper as a process addiction with four unique factors: perceived social sanctions, excessive play, uncontrollable play, and displacement. Both personality and perception are found to be significantly associated with online game addiction. These results are interpreted and discussed, and future research direction is suggested. Keywords: online game addiction, Big Five personality traits, media perception, MMOs Perception and Addiction of Online Games as a...
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...Educational Psychology Review, Vol. 17, No. 4, December 2005 ( C 2005) DOI: 10.1007/s10648-005-8138-1 A Review of the Research on Internet Addiction Chien Chou,1,4 Linda Condron,2 and John C. Belland3 Research indicates that maladaptive patterns of Internet use constitute behavioral addiction. This article explores the research on the social effects of Internet addiction. There are four major sections. The Introduction section overviews the field and introduces definitions, terminology, and assessments. The second section reviews research findings and focuses on several key factors related to Internet addiction, including Internet use and time, identifiable problems, gender differences, psychosocial variables, and computer attitudes. The third section considers the addictive potential of the Internet in terms of the Internet, its users, and the interaction of the two. The fourth section addresses current and projected treatments of Internet addiction, suggests future research agendas, and provides implications for educational psychologists. KEY WORDS: Internet addiction; Internet dependence; Internet abuse; pathological Internet use. INTRODUCTION The use of the Internet on school campuses and in society has increased dramatically in recent years. Whereas the academic use of the Internet is primarily intended for learning and research, the Internet has also become an important part of student life. However, from time to time, cases of overinvolvement with the Internet have...
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...the references. Praha 20 November, 2012 Petra Vondráčková Acknowledgements I would like to thank my supervisor David Šmahel for his invaluable help and guidance, and also for the opportunity to get the valuable experience in doing the research in psychology. Many thanks also to my colleague Jaroslav Vacek for inspiring discussions that we have had on this topic. I would also like to thank the co-authors of presented texts. In addition, special thanks are due to the people who were willing to participate and shared their own experience with Internet use and addictive behaviour on the Internet. Content 1. Introduction 8 2. Theoretical background 10 2.1. Behavioural addiction 10 2.1.1. Defining the concept 11 2.1.2. Classification of behaviour addictions 12 2.1.3. Behavioural addiction in the context of diagnostic manuals of mental disorders 13 2.1.4. Similar traits of behavioural and substance addictions 15 2.2. Internet addiction 24 2.2.1. Historical background and main research areas 26 2.2.3. Identification of Internet addiction 28 2.2.4. Prevalence rates of Internet addiction 32 2.2.5. Correlates of Internet Addiction 35 2.2.6. Treatment of Internet addiction 37 2.2.7. Future research directions 39 3. Comparing Addictive Behaviour on the Internet in the Czech Republic, Chile and Sweden 51 3.1. Introduction 51 3.2. Country profiles 53 3.3. Methods 54 3.4. Sample description 56 3.5. Two dimensions of addictive behaviour...
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...the references. Praha 20 November, 2012 Petra Vondráčková Acknowledgements I would like to thank my supervisor David Šmahel for his invaluable help and guidance, and also for the opportunity to get the valuable experience in doing the research in psychology. Many thanks also to my colleague Jaroslav Vacek for inspiring discussions that we have had on this topic. I would also like to thank the co-authors of presented texts. In addition, special thanks are due to the people who were willing to participate and shared their own experience with Internet use and addictive behaviour on the Internet. Content 1. Introduction 8 2. Theoretical background 10 2.1. Behavioural addiction 10 2.1.1. Defining the concept 11 2.1.2. Classification of behaviour addictions 12 2.1.3. Behavioural addiction in the context of diagnostic manuals of mental disorders 13 2.1.4. Similar traits of behavioural and substance addictions 15 2.2. Internet addiction 24 2.2.1. Historical background and main research areas 26 2.2.3. Identification of Internet addiction 28 2.2.4. Prevalence rates of Internet addiction 32 2.2.5. Correlates of Internet Addiction 35 2.2.6. Treatment of Internet addiction 37 2.2.7. Future research directions 39 3. Comparing Addictive Behaviour on the Internet in the Czech Republic, Chile and Sweden 51 3.1. Introduction 51 3.2. Country profiles 53 3.3. Methods 54 3.4. Sample description 56 3.5. Two dimensions of addictive behaviour...
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... Addiction is a condition that results when a person ingests a substance such as alcohol, cocaine, nicotine or engages in an activity gambling, sex, shopping that can be pleasurable but the continued use/act of which becomes compulsive and interferes with ordinary life responsibilities, such as work. Computer addiction can be described as the excessive or compulsive use of the computer which persists despite serious negative consequences for personal, social or occupational function. Another clear conceptualization is made by Block who stated that Conceptually, the diagnosis is a compulsive-impulsive spectrum disorder that involves online and/or offline computer usage and consists of at least three subtypes: excessive gaming, sexual preoccupations, and e-mail/text messaging While it was expected that this new type of addiction would find a place under the compulsive disorders in the DSM 5 the current edition of the Diagnostic and Statistical Manual of Mental Disorders it is still counted as an unofficial disorder. The concept of Computer Addiction is broadly divided in two types, namely offline and online Computer Addiction. The term offline Computer Addiction is normally used when speaking about excessive gaming behavior, which can both be practiced offline and online.Online computer Addiction is also known as Internet addiction and gets in general more attention from scientific research than...
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...1007/s11469-006-9009-9 ‘Internet Addiction’: A Critical Review Laura Widyanto & Mark Griffiths Received: 23 June 2005 / Revised: 26 July 2005 Accepted: 22 September 2005 / Published online: 1 March 2006 # Springer Science + Business Media, Inc. 2006 Abstract It has been alleged by some academics that excessive Internet use can be pathological and addictive. This paper reviews what is known from the empirical literature on FInternet addiction_ and its derivatives (e.g., Internet Addiction Disorder, Pathological Internet Use, etc.) and assesses to what extent it exists. Empirical research into FInternet addiction_ can roughly be divided into five areas: (1) survey studies that compare excessive Internet users with non-excessive users, (2) survey studies that have examined vulnerable groups of excessive Internet use, most notably students, (3) studies that examine the psychometric properties of excessive Internet use, (4) case studies of excessive Internet users and treatment case studies, and (5) correlational studies examining the relationship of excessive Internet use with other behaviours (e.g., psychiatric problems, depression, self-esteem, etc.). Each of these areas is reviewed. It is concluded that if FInternet addiction_ does indeed exist, it affects a relatively small percentage of the online population. However, exactly what it is on the Internet that they are addicted to still remains unclear. Keywords Addiction . Internet . Technology . Internet addiction . Pathological Internet...
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...The scope of this paper is to analyze the impacts of excessive use of internet, both positive and negative, on youth. Although the literature covers a wide range of impacts, this review will focus on ten major researches. These researches include Use of internet and its effects on our society: This paper emphasizes on the effects of Information Technology on citizens, adults and teens in perspective of their relations, entertainment, education, socialization and the problems that internet and technology can bring in our society. Technology can have both positive and negative effects on people of different walks of life at different times. The need is to understand the true impact of IT so that ever body gathers benefits that yield a healthy...
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...upload pictures, access other users profile, display personal information, accumulate friends, and interact with friends via messages and gifts. An average time of 30 minutes to 2 hours is spent on Facebook daily. Only recently are studies beginning to examine the effects of Facebook on physical, mental, and family health. Current studies conducted in college campuses reveal that Facebook can cause similar symptoms to drug addiction, effect familial systems and patterns contribute to upper respiratory infection, cause feelings of loneliness, depression, and narcissism, and can lead to less body satisfaction and worse time management according to Kalpidou, Costin and Morris (2011). Facebook was founded by Mark Zuckerberg and his roommates at Harvard University and it was initially launched in 2004. Facebook was initially limited to Harvard students but later expanded to other Ivy league colleges in the Boston area and gradually spread to most universities in Canada and the United States. Zuckerberg hoped to create an SNS that would make Harvard more open. Today about 728 million people around the world use Facebook every day and roughly 80% of...
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...BACKGROUND OF THE STUDY A STUDY OF INTERNET ADDICTION AMONG STUDENTS OF SEKOLAH MENENGAH JENIS KEBANGSAAN PEI YUAN, KAMPAR YONG SHU QIN A RESEARCH PAPER SUBNITTED IN PARTIAL FUOFILMENT OF THE REQUIREMENT FOR THE BACHELOR OF SOCIAL SCIENCE (HONS) PSYCHOLOGY FACULTY OF ART AND SOCIAL SCIENCE UNIVERSITI TUNKU ABDUL RAHMAN MARCH 2011 ACKNOWLEDGEMENTS I would like to express gratitude for the coaching, guidance and input from several special individual. Firstly, I would like to thank Ms. Low Sew Kim, my supervisor for all the directions, guidance and advice given that ensure the completion of this project. Next, I would like to my family, especially my parents, Yong Chong Kim and Liew Moi Pong and also my sister, Yong Seok Ting for all the moral support given during the stressful periods. I would like to thank Ms. Angeline Goh Lee Ying for the guidance of SPSS program. I would like to give special thank to my senior Sebastian Ong for guidance me in this study and sharing his experience, which has helped me to open my eyes and explore various possible. I would like to thank my friends, Low Yew Kong, Joshua Teo, and Wang Hui Ni for their continuous support and wise counsel that I value and appreciate immeasurably. I also would like to thank the principal of SMJK Pei Yuan for giving me chance to distribute survey forms to students. I would like to express gratitude for all the participants of this study for their willingness to participate in this study and also for their patience during...
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...A. Definition of terms DOTA - is a multiplayer online battle arena game in a three-dimensional environment, presented from an oblique high-angle perspective. The player commands one of 110 controllable character "Heroes. Each Hero begins the match at level one and becomes more powerful by accumulating experience points through combat, thereby leveling up to the maximum level of twenty-five. With every level gained the player either selects a new ability for their Hero to learn or enhance their general statistics. Each Hero's method of combat is influenced by its primary property: Strength, Agility, or Intelligence. Custom map- is game that you can modify its features its features using World Editor. Computer shops are places that contain computer units that you can rent for surfing the net and gaming. Some shops utilize cubicles for the privacy of their users. Multiplayer Online game – is game where one of several thousand players can simultaneously join in a persistence gaming experience in a world that exist even when they aren’t playing. Participation in these “worlds” allows players to build social relationships with others players. This often developed into organized collaborative groups called guilds. Real time strategy – Is a strategy game that is played without turns. Instead all moves and countermoves are made in real time, allowing for faster pace. Managing resources to create and deploy semi-autonomous units that would engage in real time combat. Social connectedness...
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...Internet and Society Abstract A growing body of research shows that internet has a huge impact on the society. Based on secondary data available with us, we are expanding the design of impact of internet with reference to youth in India. The maximum usage of internet is done by Gen Y. They use internet for different purposes like Social Media, Email and chatting, Entertainment, E-Commerce and Internet Banking to some extent. We will be showing the fraction of the society using internet and also designing the impact of internet on the mindset of them. Both, positive as well as negative impacts will be drafted. We will be also showing the time spent by an average person on the internet. Introduction Internet The internet is an international system of interconnected computer networks that use the standard internet protocol suite to connect users worldwide. It is composed of a network of smaller networks, from personal computers to large university systems, all of which are linked by various wireless, electronic, and optical technologies. The term “Internet” is the shortened from of the term ‘internetwork’. Global Scenario & Indian Scenario The internet today connects more than 2 billion people worldwide. The internet has a tremendous impact on global economy which contributes around 3 percent of world GDP. The usage of an internet has been predominant in India over the past ten years. Internet penetration in the country may not have crossed 16% of its population...
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...Nuestra Señora del Pilar High School 8715 Quezon, Bukidnon The Effects of DOTA Addiction Dan Louise Christian Dacillo Ardemer Authors Ms. Carmela Jagunal Teacher All Rights Reserved 2015 Page | 1 Table of Contents I. Introduction ………………………………………………………...……………. 3 A. Thesis Statement ………………………………………………………… 5 B. Definition of Terms ……………………………………………………... 6 C. Significance of the Study ……………………………………………………... 7 D. Methodology ……………………………………………………………... 9 1. Type of Research ………………………………………………… 9 2. Respondents …………………………………………….………... 9 3. Questionnaire ……………………………….……………………. 10 E. Review of Related Literature …………………………………..…….……….. 11 II. Body ……………………………………………..…………...……………..…….. 17 III. Conclusion ………………………………………………………………………… 36 IV. Recommendations …………………………………………………………………. 37 V. Bibliography …………………….…………………………………………………. 38 VI. Acknowledgement …………………………………………………………………. 39 VII. Appendices …………………………………………………………………………. 43 Page | 2 I. Introduction: DOTA or Defense of the Ancients is a game that rose in the age of the modern technology. It is a LAN game or Local Area Network Mode. DOTA started in early 2000’s in the program Warcraft; it was revised in around 2006 in the program Warcraft III and later on they launched an online based application of DOTA which can be played not only by the LAN Users but also the WWAN Users, it was named as DOTA 2. DOTA has been a great...
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...Nuestra Señora del Pilar High School 8715 Quezon, Bukidnon The Effects of DOTA Addiction Dan Louise Christian Dacillo Ardemer Authors Ms. Carmela Jagunal Teacher All Rights Reserved 2015 Page | 1 Table of Contents I. Introduction ………………………………………………………...……………. 3 A. Thesis Statement ………………………………………………………… 5 B. Definition of Terms ……………………………………………………... 6 C. Significance of the Study ……………………………………………………... 7 D. Methodology ……………………………………………………………... 9 1. Type of Research ………………………………………………… 9 2. Respondents …………………………………………….………... 9 3. Questionnaire ……………………………….……………………. 10 E. Review of Related Literature …………………………………..…….……….. 11 II. Body ……………………………………………..…………...……………..…….. 17 III. Conclusion ………………………………………………………………………… 36 IV. Recommendations …………………………………………………………………. 37 V. Bibliography …………………….…………………………………………………. 38 VI. Acknowledgement …………………………………………………………………. 39 VII. Appendices …………………………………………………………………………. 43 Page | 2 I. Introduction: DOTA or Defense of the Ancients is a game that rose in the age of the modern technology. It is a LAN game or Local Area Network Mode. DOTA started in early 2000’s in the program Warcraft; it was revised in around 2006 in the program Warcraft III and later on they launched an online based application of DOTA which can be played not only by the LAN Users but also the WWAN Users, it was named as DOTA 2. DOTA has been a great...
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...1.0 Introduction * The definition of DOTA is "Defence of The Ancients". * Defense of the Ancients (DOTA) is a multiplayer online battle arena mod * A custom game map created for the game Warcraft 3. Originally developed for Warcraft 3: Reign of Chaos (and wildly popular) by Eul, the map was later ported onto Frozen Throne (the expansion pack for Warcraft 3), was released. Currently the most popular ports of DOTA are Allstars, CHAOS and Classic 2.0 Background of the story * DOTA pits two teams of players against each other: the Sentinel and the Scourge. Players on the Sentinel team are based at the southwest corner of the map, and those on the Scourge team are based at the northeast corner. Each base is defended by towers and waves of units which guard the main paths leading to their base. In the center of each base is the "Ancient", a building that must be destroyed to win the game. * Each human player controls one hero, a powerful unit with unique abilities. In DOTA, players on each side choose one of 112 heroes * This research aims to find effects of DOTA into Collage Poly-Tech MARA students (male), especially in their learning. In particular it aims to describe the impact of mass on student learning, identify the reasons why they like to play DOTA, Identify the factors affecting the Collage Poly-Tech MARA students about DOTA, and recognize the importance of learning to balance and DOTA. 3.0 Statement of problem * When their playing DOTA their...
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