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1 – 10 of over 1000
Article
Publication date: 17 October 2008

Hsi‐Peng Lu and Shu‐ming Wang

The paper's aim is to explore the factors that affect the online game addiction and the role that online game addiction plays in the relationship between online satisfaction and…

9365

Abstract

Purpose

The paper's aim is to explore the factors that affect the online game addiction and the role that online game addiction plays in the relationship between online satisfaction and loyalty.

Design/methodology/approach

A web survey of online game players was conducted, with 1,186 valid responses collected. Structure equation modeling – specifically partial least squares – was used to assess the relationships in the proposed research framework.

Findings

The results indicate that perceived playfulness and descriptive norms influence online game addiction. Furthermore, descriptive norms indirectly affect online game addiction through perceived playfulness. Addiction also directly contributes to loyalty and attenuates the relationship between satisfaction and loyalty. This finding partially explains why people remain loyal to an online game despite being dissatisfied.

Practical implications

Online gaming vendors should strive to create amusing game content and to maintain their online game communities in order to enhance players' perceptions of playfulness and the effects of social influences. Also, because satisfaction is the most significant indicator of loyalty, vendors can enhance loyalty by providing better services, such as fraud prevention and the detection of cheating behaviors.

Originality/value

The value of this study is that it reveals the moderating influences of addiction on the satisfaction‐loyalty relationship and factors that contribute to the online game addiction. Moreover, while many past studies focused on addiction's negative effects and on groups considered particularly vulnerable to Internet addiction, this paper extends previous work by investigating the relationship of addiction to other marketing variables and by using a more general population, mostly young adults, as research subjects.

Details

Internet Research, vol. 18 no. 5
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 28 January 2014

Qiaolei Jiang

The purpose of this paper is to investigate the interrelationships between internet connectedness, online gaming, internet addiction symptoms, and academic performance decrement…

9934

Abstract

Purpose

The purpose of this paper is to investigate the interrelationships between internet connectedness, online gaming, internet addiction symptoms, and academic performance decrement among the internet-dependent young people in China.

Design/methodology/approach

A paper-based survey was conducted among the young clients in one of the earliest and largest internet addiction clinics in China. A total of 594 in-patients (mean age=17.76 y) voluntarily participated in this study.

Findings

By adopting the concept of internet connectedness, this study explored the internet use patterns among the young internet addicts, for example, internet café patrons and those who use internet with more goals or higher degree of internet adhesiveness had more internet addiction symptoms. Online gaming was found to play a significant role in the development of internet addiction. As expected, the level of internet addiction is significantly linked to academic performance decrement. Consistent with previous studies, males showed higher degree of internet connectedness and online game usage than females. Noticeably, the moderation effect of online game playing and the mediating effect of internet addiction were also tested.

Research limitations/implications

This research is focussed on the internet-dependent group, thus the generalizability of the results need to be interpreted with caution.

Practical implications

This study provides insight for parents, educators, health professionals, and policy makers regarding treatment and intervention for internet addiction among young people in China.

Originality/value

Since very little research has been done focussing on diagnosed internet-dependent group, this paper scores as a pioneering study of its kind in China.

Details

Internet Research, vol. 24 no. 1
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 8 March 2019

Ji-yeon Lee, Dong Woo Ko and Hyemin Lee

The purpose of this paper is to investigate the predictors of game addiction based on loneliness, motivation and inter-personal competence using the samples of college students…

3262

Abstract

Purpose

The purpose of this paper is to investigate the predictors of game addiction based on loneliness, motivation and inter-personal competence using the samples of college students recruited from South Korea (n=251).

Design/methodology/approach

The authors examined the underlying mechanism of game addiction by testing a moderated mediation model, in which inter-personal competence moderated the mediation model of loneliness, regulatory focus and online game addiction. First, the authors clarified the relationship among loneliness, motivation and inter-personal competence, to understand the influences of loneliness on other variables in this study (mediation test). Second, the authors examined the underlying mechanism of game addiction by testing a moderated mediation model, in which inter-personal competence moderated the mediation model of loneliness, regulatory focus and online game addiction (moderated mediation).

Findings

Regulatory focus mediated the effect of loneliness on online game addiction. Moderated mediation analyses using PROCESS confirmed that inter-personal competence significantly buffered the indirect effect of loneliness (through regulatory focus) on online game addiction. The findings indicated that inter-personal competence accounted for significant differences in the mediation models.

Originality/value

This study bridges the gap in the online game addiction literature by explaining how loneliness is associated with online game addiction.

Details

Internet Research, vol. 29 no. 2
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 25 September 2020

Sheshadri Chatterjee

Online social games (OSG) possess unique characteristics that distinguish them from other kind of online games. Its overuse has brought addiction to it. In this perspective, the…

Abstract

Purpose

Online social games (OSG) possess unique characteristics that distinguish them from other kind of online games. Its overuse has brought addiction to it. In this perspective, the purpose of this study is to identify the factors impacting addiction of OSG and to investigate the role of age, gender and identity (students and non-students) to moderate addiction of OSG.

Design/methodology/approach

This study has developed a research model by the help of literature review and different relevant theories. This model has been validated by survey method using feedbacks of 305 social game players. Structural equation modeling technique has been used to validate the model.

Findings

The study has been able to find key factors of social influence and individual influence (characteristics) that impact the intention of the online social games players to play social games that ultimately may cause addiction to online social games. Further, the study highlights that gender and identity (students and non-students) have no effects on the addictive behavior of the social game players, whereas age has a moderating impact.

Practical implications

The results of this study have derived a set of rich guidelines to the policymakers and the management of social media platforms (like Facebook) toward framing policy and regulations on online social games.

Originality/value

The study has been able to uniquely highlight the dark side of online social games and its consequences. The study also provides a guideline to the policymakers, practitioners and online social game players on how to restrict its over usage that may prompt online social game addiction.

Details

Information Technology & People, vol. 34 no. 7
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 18 November 2021

Hosam Al-Samarraie, Kirfi-Aliyu Bello, Ahmed Ibrahim Alzahrani, Andrew Paul Smith and Chikezie Emele

Social media addiction has been an ongoing topic of debate for platform developers, well-being and mental health experts. There is a limited understanding of the factors leading…

9627

Abstract

Purpose

Social media addiction has been an ongoing topic of debate for platform developers, well-being and mental health experts. There is a limited understanding of the factors leading to the addiction of young social media users, the consequences of experiencing addiction, and the measures/mechanisms used by parents and platform providers to limit/prevent problematic social media use amongst young users. This systematic review aims to provide a comprehensive overview of the literature concerning these issues.

Design/methodology/approach

The Preferred Reporting Items for Systematic Reviews (PRISMA) protocol was used to evaluate and present the results. A total of 45 studies were screened and independently reviewed against predetermined criteria for eligibility.

Findings

The results revealed four categories of young users' addiction to social media networks (social, technological, behavioural and mental). Several prevention approaches directed at parents and platform providers were discussed.

Originality/value

This study offers important insights for health policy makers, platform providers, parents and researchers on designing interventions addressing social media addiction amongst young users. It also provides an in-depth understanding of the conceptualization of social media addiction and suggestions on possible actions to prevent it.

Details

Information Technology & People, vol. 35 no. 7
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 17 March 2021

Qianwen Yang and Xiang Gong

The engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the…

2426

Abstract

Purpose

The engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the information system (IS) discipline. Drawing on the stimulus–organism–response (SOR) framework, this study explores the engagement–addiction dilemma in the use of mobile games and highlights the impacts of game design features, namely, mobile user interface and mobile game affordance.

Design/methodology/approach

The research model was empirically validated using a longitudinal survey data from 410 mobile game users in China.

Findings

The empirical results offer several key findings. First, mobile user interface and mobile game affordance positively affect telepresence and social presence, which lead to meaningful engagement and mobile game addiction. Second, a high-quality of mobile user interface positively moderates the effects of mobile game affordance on telepresence and social presence.

Originality/value

This study contributes to the literature by theorizing and empirically testing the impacts of game design features on the engagement-addiction dilemma.

Article
Publication date: 11 July 2018

Shilpa Suresh Bisen and Yogesh M. Deshpande

The purpose of this paper is to delineate the overall theoretical framework on the topic of internet addiction through the comprehensive narrative review to make readers aware of…

2293

Abstract

Purpose

The purpose of this paper is to delineate the overall theoretical framework on the topic of internet addiction through the comprehensive narrative review to make readers aware of the conceptual growth and development in the respective field. The paper evolves theoretically from the historical foundation, phenomenology, clinical feature, etiological model to the treatment outcome of internet addiction. Multiple studies have been done in the field of mental health but dearth of work given head to toe theoretical overview for understanding of this trendsetter research area in mental health.

Design/methodology/approach

Extensive review of literature has been carried out to make a systematic layout for conceptual paper.

Findings

The internet has been a source of gratification for several behavioral addictions as well as psychiatric disorders. Mainly because of the lack of established diagnostic criteria and a dearth of large sample surveys, the prevalence of problematic internet use (PIU) in general population has not been established. Still, from all the consolidated data, PIU seems to have a male preponderance and manifests itself in late adulthood. Symptoms of PIU can easily be masked with signs of dependence, tolerance and withdrawal which is quite similar to the phenomenology of substance addiction. Psychiatric co-morbidities are more of a norm than the exception in case of PIU. Even though the clinical status of PIU is doubtful, still there is a significant demand for its treatment all over the world. Overall, the excessive use of internet has been strongly debated in literature from PIU to a positive addiction. Only time will tell how it affects our civilization as a phenomenon of evolutionary significance.

Originality/value

The paper is providing a general conceptual framework for internet addiction/PIU to enable readers to know about the topic in depth from the evolution of the concept to the recent developments in the area.

Details

Mental Health Review Journal, vol. 23 no. 3
Type: Research Article
ISSN: 1361-9322

Keywords

Article
Publication date: 3 January 2017

Rachel Akiko Sato, Judy Drennan and Ian Lings

Online gaming is a global phenomenon that can lead to behavioural addiction and affect players’ mental and physical health. This paper aims to integrate the concepts of…

1527

Abstract

Purpose

Online gaming is a global phenomenon that can lead to behavioural addiction and affect players’ mental and physical health. This paper aims to integrate the concepts of help-seeking and stages of change to investigate triggers for problem recognition for problematic online gaming that lead to help-seeking behaviour.

Design/methodology/approach

Critical Incident Technique method was used to collect a total of 78 critical incidents from a sample of 12 male online gamers who self-identified as having experienced problematic online gaming behaviour.

Findings

Six classifications of problem recognition triggers for young male problematic online gamers were identified: self-realisation, negative consequences, negative emotions, social influence, competing priorities and impact on social skills. Results indicate that both positive and negative triggers are important for problem recognition.

Originality/value

Valuable contributions were made to the social marketing literature by presenting an integrated model of help-seeking and stages of change theories, providing new insights into SOC and expanding the understanding of the processes involved in the transition between pre-contemplation and contemplation.

Details

Journal of Social Marketing, vol. 7 no. 1
Type: Research Article
ISSN: 2042-6763

Keywords

Article
Publication date: 25 September 2019

Xiang Gong, Kem Z.K. Zhang, Chongyang Chen, Christy M.K. Cheung and Matthew K.O. Lee

Drawing on the social learning theory, the purpose of this paper is to examine the antecedents and consequences of users’ excessive online social gaming. Specifically, the authors…

2238

Abstract

Purpose

Drawing on the social learning theory, the purpose of this paper is to examine the antecedents and consequences of users’ excessive online social gaming. Specifically, the authors develop a model to propose that observational learning and reinforcement learning mechanisms together determine excessive online social gaming, which further foster adverse consequences.

Design/methodology/approach

The model is empirically validated by a longitudinal survey among users of a popular online social game: Arena of Valor. The empirical data are analyzed using component-based structural equation modeling approach.

Findings

The empirical results offer two key findings. First, excessive online social gaming is determined by observational learning factors, i.e. social frequency and social norm, and reinforcement learning factors, i.e. perceived enjoyment and perceived escapism. Second, excessive online social gaming leads to three categories of adverse consequences: technology-family conflict, technology-work conflict and technology-person conflict. Meanwhile, technology-family conflict and technology-work conflict further foster technology-person conflict.

Originality/value

This study contributes to the literature by developing a nomological framework of excessive online social gaming and by extending the social learning theory to excessive technology use.

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

1 – 10 of over 1000