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1 – 10 of 359Yijing Xun, Xiabing Zheng, Matthew Lee and Feng Yang
The rise and popularity of digitalization have made the addictive use in the virtual world more common, which has aroused wide attention from academia and public. Uncovering the…
Abstract
Purpose
The rise and popularity of digitalization have made the addictive use in the virtual world more common, which has aroused wide attention from academia and public. Uncovering the underlying mechanism of addictive use is essential to address this serious issue.
Design/methodology/approach
By utilizing the context of massively multiplayer online games (MMOGs), this study developed virtual-domain perfectionism of seeking excellence and avoiding failure from the dual process model of perfectionism and identified four affordances in MMOGs from the perspective of technology affordance. The authors surveyed 302 valid samples in MMOGs to empirically test the research model.
Findings
The results demonstrate that two processes of virtual-domain perfectionism influence addictive use positively in MMOGs. Technology affordances perform as the antecedents of virtual-domain perfectionism and conduct distinct impacts in MMOGs. Specifically, affordances of interaction and identity are positively related to virtual-domain perfectionism, while achievement affordance is unrelated to virtual-domain perfectionism. Immersion affordance is positively related to virtual-domain perfectionism of seeking excellence and negatively associated with virtual-domain perfectionism of avoiding failure.
Originality/value
This study identified virtual-domain perfectionism and specific MMOGs affordances. The research model provides insights into addictive use in MMOGs by leveraging context and combining lenses. Research findings help elucidate the role of virtual-domain perfectionism on the addictive use from MMOGs affordances with the corresponding technical features.
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Kirti Gupta, Chanakya Kumar, Amruta Deshpande, Amit Mittal, Pallavi Chopade and Rajesh Raut
The purpose of the study is to analyze a sample of 528 published papers over the past 11 years by conducting a bibliometric analysis. The study also aims to provide a consolidated…
Abstract
Purpose
The purpose of the study is to analyze a sample of 528 published papers over the past 11 years by conducting a bibliometric analysis. The study also aims to provide a consolidated overview of the existing literature on “gaming addiction” and presents the status of research with future directions for researchers who wish to explore and contribute to this rapidly evolving field. The descriptive statistics have been conducted through citation and co-citation analysis.
Design/methodology/approach
For the bibliometric analysis, the documents were retrieved from the Scopus database with the help of the Scopus analyzer while the VOS viewer1.6.16 software was used to analyze citations, co-authorship, etc. The literature search strategy was applied across various databases and the articles published between 2010 and December 2021 giving a total of 1,219 articles across all disciplines. Finally, 528 articles were shortlisted through the query restricted to subject areas, namely, business management, psychology, social science and multidisciplinary areas.
Findings
IGA has also been recognized by the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition, as one of the disorders; hence, this certainly calls for focussed efforts to understand the same and control further damage. The number of articles devoted to the study of “gaming addiction” has increased rapidly in recent years. Moreover, this study identifies some of the most influential articles in this area. Finally, this paper highlights the new trends and discusses the future research associated with gaming addiction.
Research limitations/implications
This study focusses on gaming addiction and its trends, related to researchers and country-wise contributions. This is one of the few studies to review the literature on gaming addiction by using citation and co-citation analysis. The main findings of this paper will help academicians and practitioners to improve the body of knowledge on the topic and provide an overview of promising future research avenues.
Originality/value
Internet gaming is a newly emerging area and studies related to gaming addiction are very recent. To the best of the authors’ knowledge, this study is a unique and comprehensive overview of the leading works done in this area.
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Nidhya Balasubramanian and Satyanarayana Parayitam
Internet addiction (IA) has become a global health problem. As the research on IA has progressed, this study aims to explore the antecedents and consequences of IA, particularly…
Abstract
Purpose
Internet addiction (IA) has become a global health problem. As the research on IA has progressed, this study aims to explore the antecedents and consequences of IA, particularly in the Indian context. A conceptual model was developed, and hypotheses were formulated based on the conceptual model and the hypotheses were tested.
Design/methodology/approach
This study investigated 752 schools and collected students from the southern part of India. First, psychometric properties of the survey instrument were tested, and hierarchical regression was used to test the hypotheses.
Findings
The results revealed that time spent on the internet every day is positively related to IA, internet experience in terms of years is positively related to IA, income and gender moderates the relationship between time spent every day on the internet and internet experience and IA and IA is positively related to time spent on networking, video streaming, short video apps, educational apps, chat apps, online shopping apps, money-involved apps, etc.
Practical implications
The outcomes of this study are essential for the school and college students and their parents. As IA has become chronic in the present-day digital world, it is necessary to take rectification measures to avoid facing the perils of IA. The conceptual model provides a simple framework of explaining how young students spend their time on the internet to become addicted gradually. Furthermore, this study highlights the importance of controlling the younger generation's behavior, particularly regarding internet use.
Originality/value
This study is unique and innovative to the extent that it explores the antecedents of IA and the moderating role of gender and income in the relationship between the time spent on the internet and the IA. To the best of the authors’ knowledge, developing a conceptual model is the first of its kind to study school and college students in India.
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Justin Paul, Parul Manchanda, Nupur Arora and Aanchal Aggarwal
Smartphones have become a vital element of daily life and because of this ongoing reliance, consumer' attention is drawn to online platforms, which may harm societal…
Abstract
Purpose
Smartphones have become a vital element of daily life and because of this ongoing reliance, consumer' attention is drawn to online platforms, which may harm societal communications. Therefore, this paper investigates a behavioral addiction known as “fear of missing out” (FoMO), which causes anxiety and leads to more problematic smartphone usage and phubbing behavior (PB). In addition, this paper examines the multidimensional perspective of smartphone addiction (SMA) and the moderating role of Big 5 personality types in the aforesaid relationship.
Design/methodology/approach
An online questionnaire was administered, to collect data from 468 smartphone users from universities across India. Partial least squares structural equation modeling and Hayes' PROCESS macros were employed as statistical tools for analysis.
Findings
Results highlight that there is a significant association between FoMO and PB with SMA as a significant mediator with partial mediation effect.
Originality/value
Conscientiousness, neuroticism and extroversion were found to be significant moderators in the model. Further, the findings raise awareness regarding smartphone etiquette and additional technology literacy required in this field.
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Technology addiction is an increasingly severe problem. TikTok has become increasingly popular recently, and its addiction is also a major concern. This study aims to examine the…
Abstract
Purpose
Technology addiction is an increasingly severe problem. TikTok has become increasingly popular recently, and its addiction is also a major concern. This study aims to examine the antecedents and outcomes of TikTok addiction.
Design/methodology/approach
The authors collect 579 data from Chinese users using an online survey. The authors use structural equation modeling with partial least squares (PLS-SEM) to analyze data and test hypotheses.
Findings
The results illustrate that perceived enjoyment, social relationship, utilitarian need and social influence positively affect TikTok addiction. Both social anxiety and loneliness have positive effects on TikTok addiction. Moreover, parasocial relationships positively moderate the association between the antecedents of self-determination theory (SDT) (perceived enjoyment, social relationship, utilitarian needs, social influence, social anxiety and loneliness) and TikTok addiction. Meanwhile, TikTok addiction intensifies conflicts, including technology-family conflict, technology-person conflict and technology-work conflict. These conflicts reduce life satisfaction.
Practical implications
It offers practical implications for preventing and avoiding TikTok addiction to create a healthy environment.
Originality/value
This study is one of the few to provide a complete process of TikTok addiction. It systematically investigates the antecedents and outcomes of TikTok addiction.
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Ssu-Yun Chou, Wooyoung (William) Jang, Shang Chun Ma, Ching-Hung Chang and Kevin K. Byon
The tremendous market growth of mobile platforms for esports underscores the need to understand players' psychological states and consumption behavior. Based on flow theory, this…
Abstract
Purpose
The tremendous market growth of mobile platforms for esports underscores the need to understand players' psychological states and consumption behavior. Based on flow theory, this study examines players' psychological states (flow and clutch experiences) and consumption behavior based on the interaction effects of playing frequency, playing duration and players' levels on the PC (LOL – League of Legends) and mobile (LOLWR – League of Legends: Wild Rift) versions of the same esports title.
Design/methodology/approach
Data were collected from 930 valid responses and analyzed with confirmatory factor analysis and multiple regression (PROCESS macro, Model 3).
Findings
There are two main findings. First, across PC and mobile participants, casual gamers (low playing frequency and duration) have firm purchase intention when they have a clutch experience, but flow experience hinders their purchasing intention. Second, hardcore gamers' (high playing frequency and duration) psychological states are clearly distinguished according to technological platforms. Flow experience is the most effective for their purchase intention in the PC platform, but both flow and clutch states are important in the mobile platform. Flow experience is essential overall for hardcore gamers to intend their in-game item purchasing.
Originality/value
This study has two primary originality/values. First, this study explores flow and clutch together to measure psychological states and the impact on the purchase intention of in-game items. Second, the interacting effects of playing frequency, duration, and skill level with technical platforms (i.e. PC and mobile) for esports gaming.
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Muhammad Faisal Shahzad and Jari Salo
This study undertakes a comprehensive exploration of the relationships between psychological ownership (PO) in playful consumption and its substantial impact on consumer happiness…
Abstract
Purpose
This study undertakes a comprehensive exploration of the relationships between psychological ownership (PO) in playful consumption and its substantial impact on consumer happiness (CH). Specifically, this study aims to investigate the moderating effects of personality and game performance on the association between PO and CH.
Design/methodology/approach
Subsequently, this study proceeds to evaluate consumer happiness in the context of playful consumption experiences through two distinct studies, one quantitative and the other experimental. For Study 1, a randomized sample of 453 respondents from Pakistan is utilized, and data is analyzed using SEM (Structural Equation Modeling) techniques. In Study 2, this study employed an EEG emotive insight device, offering valuable insights into the factors associated with psychological ownership. This experimental approach allows exploring the neuro-marketing perspective of players engaging in playful consumption activities.
Findings
The research findings demonstrated multiple positive associations with psychological ownership (PO). Perceived control, competitive resistance, emotions, customer participation, personality and performance all exhibited significant positive correlations with PO. Furthermore, the study highlighted that game performance has the capacity to enhance feelings of happiness among participants.
Practical implications
This study offers innovative insights into the mechanisms that underpin consumer happiness and serves as a reliable guide for policymakers, applied psychologists, consumers and marketers who play a role in shaping the future in the domain of happiness and well-being through playful consumption experiences.
Originality/value
This study offers new insights into the processes that drive consumer happiness and provides a vigorous guide for policymakers, applied psychologists, consumers and marketers who shape the futures in the field of happiness and well-being through playful consumption experience.
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Nazir Ahmed Jogezai and Fozia Ahmed Baloch
The COVID-19 pandemic, in addition to posing challenges, has also created opportunities for greater digital integration than ever. However, the scale and efficacy of digital…
Abstract
Purpose
The COVID-19 pandemic, in addition to posing challenges, has also created opportunities for greater digital integration than ever. However, the scale and efficacy of digital integration are contingent on the digital competence (DC) of teachers. In the same way, how well teachers learn and teach online may depend on how willing they are to try new ways of digitizing learning or being innovative. This study aimed to ascertain if teachers' digital nativeness, digital addiction and innovative work behavior had an impact on their DC.
Design/methodology/approach
The study used a quantitative research method, whereby data were collected from 276 schools, colleges and university teachers. The researchers employed structural equation modeling (SEM) using SmartPLS to analyze the data.
Findings
The results illuminate the literature regarding DC and the predictive capability of teachers' digital nativeness, digital addiction and innovative work behavior, which can contribute to paving the way for digitizing teaching and learning in the post-COVID-19 era.
Research limitations/implications
The study has significant implications for meaningful learner engagement by explaining the importance of teachers' digital competencies and how they could be approached conceptually to better understand the factors associated with teachers' DC. The differences in DC between digital natives and digital emigrants remain one of the limitations that future research may address.
Practical implications
The results have policy level and practical implications for organizations to consider the value of young teachers in the integration of digital resources. It is also critical to encourage teachers' innovative behavior in the digitization of teaching by creating a supportive organizational environment.
Originality/value
The study remains valuable in the post-COVID-19 era, where educational institutes are revisiting the prospect of online learning as a parallel to in-person teaching. The results remain innovative and genuine and have not been explored in previous research, in particular in the post-COVID-19 era. The involvement of teachers from schools, colleges and universities makes the results more general, which all of them can equally benefit from.
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Norazha Paiman and Muhammad Ashraf Fauzi
This research aims to build on the pre-existing corpus of literature through the integration of the technology acceptance model (TAM) and usage habit to more accurately capture…
Abstract
Purpose
This research aims to build on the pre-existing corpus of literature through the integration of the technology acceptance model (TAM) and usage habit to more accurately capture the determinants associated with social media addiction among university students. This study seeks to delineate how usage habit and TAM may be used as predictors for addiction potential, as well as provide greater insight into current trends in social media usage across this population demographic.
Design/methodology/approach
A cross-sectional research design was employed to investigate the determinants of social media addiction among university students in Malaysia at the onset of their tertiary education. A self-administered survey, adapted from prior studies, was administered to a sample of 217 respondents. The hypotheses on social media addiction were subsequently tested using a partial least squares structural equation modeling (PLS-SEM) approach.
Findings
Usage habit was found to be a direct and strong predictor of this type of addiction, as well as all TAM variables considered in the research. Additionally, by integrating TAM with usage habit, the study revealed a comprehensive and multi-faceted understanding of social media addiction, providing an important insight into its complexity in the Malaysian context. Although several other factors have been identified as potential contributors to social media reliance and addictive behavior, it appears that usage habit is paramount in driving these addictive tendencies among university students.
Research limitations/implications
This expanded model holds significant implications for the development of interventions and policies that aim to mitigate the adverse effects of social media addiction on students' educational and psychological well-being. The study illustrates the applicability of the TAM in examining addictive behaviors within emerging contexts such as the Malaysian higher education sector, thus contributing to the extant literature on the subject.
Practical implications
The integrated TAM and habit model is an effective predictor of social media addiction among young adults in developing countries like Malaysia. This highlights the importance of actively monitoring and controlling users' interactions with technology and media platforms, while promoting responsible usage habits. Educators can use these findings to create tailored educational programs to educate students on how to use technology responsibly and reduce their risk of becoming addicted to social media.
Originality/value
This study provides a unique perspective on social media addiction among university students. The combination of TAM and usage habit has the potential to shed significant light on how variables such as perceived usefulness (PU) and perceived ease of use (PEOU) may be associated with addictive behaviors. Additionally, by considering usage habit as an explanatory factor, this research offers a novel approach to understanding how addictions form over time.
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Gen-Yih Liao, Tzu-Ling Huang, Alan R. Dennis and Ching-I Teng
Online games are popular applications of Internet technology, with over 2.8 billion users worldwide. Many players engage in team gameplay, indicating that online games are…
Abstract
Purpose
Online games are popular applications of Internet technology, with over 2.8 billion users worldwide. Many players engage in team gameplay, indicating that online games are suitable media through which players connect with their friends. However, past studies have not examined the ability of games to assist players in connecting with their friends, indicating a gap. To fill this gap, the authors propose a new concept, the friend-connecting affordance, which is the ability of an online game to enable players to contact friends within the game.
Design/methodology/approach
The authors built a model to explain how games' friend-connecting affordances influence game loyalty. The authors gathered responses from 1,347 online players and used structural equation modeling to test the model.
Findings
The authors found that friend-connecting affordances and team participation influence game loyalty. Gaming intensity and gaming history can moderate the impact of friend-connecting affordances.
Originality/value
This new affordance can be realized through various game elements, offering unique and actionable insights to game makers. The authors also compared the friend-connecting affordances among a number of popular online games, providing insights specific to each game and increasing the practical value of the findings.
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