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Article
Publication date: 11 April 2023

Yijing 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.

Details

Internet Research, vol. 34 no. 2
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 27 March 2023

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.

Article
Publication date: 15 April 2024

Nadia Jimenez, Sonia San Martin and Paula Rodríguez-Torrico

This study aims to focus on how smartphone addiction impacts young consumer behavior related to mobile technology (i.e. the compulsive app downloading tendency). After a thorough…

Abstract

Purpose

This study aims to focus on how smartphone addiction impacts young consumer behavior related to mobile technology (i.e. the compulsive app downloading tendency). After a thorough literature review and following the risk and protective factors framework, this study explores factors that could mitigate its effects (resilience, family harmony, perceived social support and social capital).

Design/methodology/approach

The study used the covariance-based structural equation modeling approach to analyze data collected from 275 Generation Z (Gen Z) smartphone users in Spain.

Findings

Results suggest that resilience is a critical factor in preventing smartphone addiction, and smartphone addiction boosts the compulsive app downloading tendency, a relevant downside for younger Gen Z consumers.

Originality/value

Through the lens of the risk and protective factors framework, this study focuses on protective factors to prevent smartphone addiction and its negative side effects on app consumption. It also offers evidence of younger consumers’ vulnerability to smartphone addiction, not because of the device itself but because of app-consumption-related behaviors.

Details

Young Consumers, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1747-3616

Keywords

Article
Publication date: 6 February 2024

Il Bong Mun

This study longitudinally investigated the predictors and mediators of adolescent smartphone addiction by examining the impact of parental smartphone addiction at T1 on adolescent…

Abstract

Purpose

This study longitudinally investigated the predictors and mediators of adolescent smartphone addiction by examining the impact of parental smartphone addiction at T1 on adolescent smartphone addiction at T3, as well as the separate and sequential role of adolescent self-esteem and depression at T2 as mediating factors.

Design/methodology/approach

This study used a hierarchical regression and the PROCESS macro (Model 6) to investigate research model by collecting 3,904 parent-adolescent pairs. Panel data were collected from three waves of the Korean Children and Youth Panel Survey (KCYPS).

Findings

First, the result showed that parental smartphone addiction at T1 significantly and positively predicted adolescent smartphone addiction at T3. Second, the serial mediation analysis revealed that the impact of parental smartphone addiction at T1 on adolescent smartphone addiction at T3 was mediated by adolescent self-esteem and depression at T2 independently and serially.

Originality/value

The findings enhance our comprehension of the impact of parental smartphone addiction, adolescent self-esteem and depression, on adolescent smartphone addiction.

Details

Internet Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 11 March 2024

Hao Zhang, Mengjie Dong and Xueting Zhang

This study seeks to explore the impact of “fear of missing out” (FOMO) and “psychological enhancement” (PE) on addiction to social media applications, subsequently influencing…

Abstract

Purpose

This study seeks to explore the impact of “fear of missing out” (FOMO) and “psychological enhancement” (PE) on addiction to social media applications, subsequently influencing users' life satisfaction and continuous usage intention.

Design/methodology/approach

This research involved the administration of two sets of questionnaires during distinct periods: December 15 to December 30, 2022 and August 26 to September 2, 2023. The participants were college students from three universities in China, and the data collection utilized the “Questionnaire Star” platform. Only responses deemed valid and consistent were included in the subsequent statistical analysis. A total of 1,108 valid samples were used for the final analysis. Analyses including reliability, validity, path analysis, structural equation modeling, mediation effects and moderation effects were conducted using SPSS and AMOS software.

Findings

The study revealed that both FOMO and PE exerted positive influences on users' addiction to social media applications. Furthermore, this addiction was found to have a negative effect on users' life satisfaction while simultaneously contributing positively to their intention to continue using these platforms. The mediating effect of social media application addiction and the moderating impact of self-regulation were also substantiated through the analysis.

Research limitations/implications

Firstly, it is important to note that the research population of this study is limited to college students, which may limit its generalizability and representativeness. Although college students are a group known for their familiarity with and frequent use of smartphones and social media apps, the findings may not fully capture the behaviors of social media app users in other age groups. To enhance the understanding of social media app addiction across different age groups, future studies should consider expanding the research population and conducting multi-group difference analyses. Secondly, while focusing on specific users within a particular region can minimize unexplained variance in model estimation, it may also restrict the broader applicability of the study results. Therefore, future studies should consider testing the research model with diverse groups from different regions and cultural backgrounds. This approach will provide valuable insights into how social media app addiction may vary across various contexts, thereby enriching our understanding of this phenomenon.

Practical implications

Our findings reveal that in the “attention economy” environment shaped by addiction, social media app managers should leverage technology to swiftly and accurately target audiences, attract them to their platforms and cultivate long-term relationships. Encouraging users to develop new beneficial habits through app-specific functions and precise services will foster continuous usage and unlock revenue and marketing opportunities for app companies.

Social implications

Despite the extensive scholarly discourse on social media application addiction, there is a lack of a well-defined framework delineating how addictive user behaviors can be leveraged in the marketing strategies of social media application platforms. The present study seeks to address these gaps, contributing to a better understanding of the formation mechanisms and knowledge systems related to social media application addiction. By investigating the causes and consequences of such addiction, this research offers valuable insights and recommendations for the innovative development of these apps, given their widespread popularity. Concurrently, the study establishes a theoretical basis for the concept that users can mitigate the negative effects of social media addiction by exercising their own self-regulation.

Originality/value

As the functionalities and features of social media apps converge, their individual uniqueness starts to diminish, intensifying the competition among social media companies. This escalating rivalry places higher demands on these companies. This study aims to aid social media app companies in comprehending and analyzing the diverse psychological needs of users. By enriching their platform features and services, leading users towards addiction and gaining an edge in the “Attention Economy” competition. Understanding and catering to users' needs will be instrumental in thriving within this dynamic and evolving attention economy landscape.

Details

Asia Pacific Journal of Marketing and Logistics, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1355-5855

Keywords

Article
Publication date: 20 February 2024

Winston T. Su, Zach W.Y. Lee, Xinming He and Tommy K.H. Chan

The global market for cloud gaming is growing rapidly. How gamers evaluate the service quality of this emerging form of cloud service has become a critical issue for both…

162

Abstract

Purpose

The global market for cloud gaming is growing rapidly. How gamers evaluate the service quality of this emerging form of cloud service has become a critical issue for both researchers and practitioners. Building on the literature on service quality and software as a service, this study develops and validates a gamer-centric measurement instrument for cloud gaming service quality.

Design/methodology/approach

A three-step measurement instrument development process, including item generation, scale development and instrument testing, was adopted to conceptualize and operationalize cloud gaming service quality.

Findings

Cloud gaming service quality consists of two second-order constructs of support service quality and technical service quality with seven first-order dimensions, namely rapport, responsiveness, reliability, compatibility, ubiquity, smoothness and comprehensiveness. The instrument exhibits desirable psychometric properties.

Practical implications

Practitioners can use this new measurement instrument to evaluate gamers' perceptions toward their service and to identify areas for improvement.

Originality/value

This study contributes to the service quality literature by utilizing qualitative and quantitative approaches to develop and validate a new measurement instrument of service quality in the context of cloud gaming and by identifying new dimensions (compatibility, ubiquity, smoothness and comprehensiveness) specific to it.

Details

Internet Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 28 February 2024

Mustafa Saritepeci, Hatice Yildiz Durak, Gül Özüdoğru and Nilüfer Atman Uslu

Online privacy pertains to an individual’s capacity to regulate and oversee the gathering and distribution of online information. Conversely, online privacy concern (OPC) pertains…

Abstract

Purpose

Online privacy pertains to an individual’s capacity to regulate and oversee the gathering and distribution of online information. Conversely, online privacy concern (OPC) pertains to the protection of personal information, along with the worries or convictions concerning potential risks and unfavorable outcomes associated with its collection, utilization and distribution. With a holistic approach to these relationships, this study aims to model the relationships between digital literacy (DL), digital data security awareness (DDSA) and OPC and how these relationships vary by gender.

Design/methodology/approach

The participants of this study are 2,835 university students. Data collection tools in the study consist of personal information form and three different scales. Partial least squares (PLS), structural equation modeling (SEM) and multi-group analysis (MGA) were used to test the framework determined in the context of the research purpose and to validate the proposed hypotheses.

Findings

DL has a direct and positive effect on digital data security awareness (DDSA), and DDSA has a positive effect on OPC. According to the MGA results, the hypothesis put forward in both male and female sub-samples was supported. The effect of DDSA on OPC is higher for males.

Originality/value

This study highlights the positive role of DL and perception of data security on OPC. In addition, MGA findings by gender reveal some differences between men and women.

Peer review

The peer review history for this article is available at: https://publons.com/publon/10.1108/OIR-03-2023-0122

Details

Online Information Review, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1468-4527

Keywords

Article
Publication date: 14 March 2024

Fangfang Hou, Boying Li, Zhengzhi Guan, Alain Yee Loong Chong and Chee Wei Phang

Despite the burgeoning popularity of virtual gifting in live streaming, research lacks an in-depth understanding of the drivers behind this behavior. Using para-social…

229

Abstract

Purpose

Despite the burgeoning popularity of virtual gifting in live streaming, research lacks an in-depth understanding of the drivers behind this behavior. Using para-social relationship (PSR), this study aims to capture viewers’ lively social feelings toward the streamer as the key factor leading to the purchase behavior of virtual gifts. It also aims to establish a theoretical link between PSR and viewers’ holistic experience in live streaming as captured by cognitive absorption and aims to investigates the role of technological features (i.e. viewer–streamer and viewer–viewer interactivity, streamer-level and viewer-level deep profiling and design aesthetics) in shaping viewers’ experience.

Design/methodology/approach

Based on 433 survey responses, this study employs a combination of structural equation modeling and neural networks to offer valuable insights into the relationships between the technological environment, viewer experience and viewer behavior.

Findings

Our results highlight the salience of PSR in promoting the purchase of virtual gifts through cognitive absorption and the importance of the technological environment in eliciting the viewer experience. This study sheds light on the development of PSR in a technological environment and its relationship with cognitive absorption.

Originality/value

By applying PSR to conceptualize viewers’ perceived connection with the streamer, this study extends the research on purchase behavior in the non-shopping context by providing an enlightened understanding of virtual gift purchase behavior in live streaming. Moreover, by theoretically linking PSR with cognitive absorption, virtual gift purchase and technological features of live streaming, it enriches the theory of PSR and bridges the gap between the design practice of supporting the IT infrastructure of live streaming and research.

Details

Internet Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 14 March 2024

Lingzhi Brian Fang

Psychological ownership has been a topic of intense debate for several decades, especially in the digital era. In addition, as part of the digital public domain, virtual…

Abstract

Purpose

Psychological ownership has been a topic of intense debate for several decades, especially in the digital era. In addition, as part of the digital public domain, virtual communities shape our digital lives. Unfortunately, few studies have examined the communication process in virtual communities from the perspective of psychological ownership. Moreover, information and organization are key aspects of virtual communities. This research aimed to explore the impact of psychological ownership on communication satisfaction from these two perspectives.

Design/methodology/approach

I collected 471 responses using a questionnaire. In terms of empirical methods, I developed a structural equation model (SEM) to examine the relationship between psychological ownership and communication satisfaction as well as the mechanism underlying this relationship – namely, information behavior. Specifically, I first examined the relationship between psychological ownership and information behavior. I then developed a comprehensive framework for the double-edged impact of psychological ownership in virtual communities on communication satisfaction.

Findings

I found that psychological ownership has a double-edged effect on communication satisfaction based on two types of information behavior in virtual communities. Specifically, organization-based psychological ownership (OPO) positively influences communication satisfaction through information exchange. In contrast, information-based psychological ownership (IPO) negatively impacts communication satisfaction through information-hiding.

Originality/value

The findings of this research demonstrate that psychological ownership has a double-edged effect on communication satisfaction. First, the findings of this study reveal the downsides of psychological ownership, which are not consistent with its beneficial role. Second, the negative effect of psychological ownership with regard to communication in virtual communities also helps explain communication failure in virtual communities. Finally, despite the downsides of psychological ownership in the context of a virtual community revealed by this study, this factor has an overall beneficial effect.

Details

Information Technology & People, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 26 July 2023

Natasha Saqib and Faseeh Amin

Millions of social media users over the last two decades have become dependent on social media that has negatively affected their lives, both physically and mentally. Earlier…

Abstract

Purpose

Millions of social media users over the last two decades have become dependent on social media that has negatively affected their lives, both physically and mentally. Earlier attempts on social media addiction (SMA) scale development have not been made in India which makes it essential to undertake such a study in this region. One of the objectives of this study was to explore and identify the relevant dimensions of the SMA in the literature. The main study objective was to develop and validate a scale on SMA in India.

Design/methodology/approach

The research design applied in this work was both qualitative and quantitative. Based on the literature review, some themes of SMA were recognized that were used to conduct semi-structured interviews with the concerned subjects. The interviews conducted were then transcribed, and using NVivo software application, content analysis was carried out. This helped in the identification of relevant themes that were used for preparing the questionnaire. After that an exploratory study was conducted to explore the factors of SMA. This was followed by a confirmatory analysis on a different sample that validated the instrument.

Findings

This work developed and validated a six-factor measure of SMA. The total numbers of items in the final instrument are 22. Salience, Tolerance, Mood Modification, Relapse, Withdrawal and Conflict are the six factors of the final scale.

Practical implications

The current designed instrument can be exceptionally functional for evaluating the occurrence and level of the SMA. This can also serve to assist in the handling and management of such online addictive behavior. A lot of productivity is lost due to the unwarranted time spent on the social media. By better understanding the dimensions of SMA, one can limit one's time on such networks.

Social implications

This work can provide valuable insight into this domain and help in understanding and treatment of this malaise. It can also help parents and other stakeholders at large to comprehend the danger linked with the excessive social media use and therefore, contribute towards the society. These dimensions can also help counsellors and psychologists to better understand the addiction behavior and accordingly counsel the concerned individual.

Originality/value

Although many instruments have been developed in the past by researchers to measure SMA,still some aspects of the concept remain under-researched. Moreover, most of such research has been confined to the developed world regions.

Details

Online Information Review, vol. 48 no. 1
Type: Research Article
ISSN: 1468-4527

Keywords

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