Reference : Impulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experim...
Scientific journals : Article
Social & behavioral sciences, psychology : Treatment & clinical psychology
http://hdl.handle.net/10993/29615
Impulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experimental and Self-Report Measures.
English
Nuyens, Filip [> >]
Deleuze, Jory [> >]
Maurage, Pierre [> >]
Griffiths, Mark D. [> >]
Kuss, Daria J. [> >]
Billieux, Joël mailto [University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE) > Integrative Research Unit: Social and Individual Development (INSIDE)]
2016
Journal of Behavioral Addictions
5
2
351-6
Yes
International
[en] Adolescent ; Delay Discounting ; Female ; Humans ; Impulsive Behavior ; Internet ; Male ; Psychiatric Status Rating Scales ; Psychological Tests ; Self Report ; Social Behavior ; Video Games/psychology ; Young Adult ; Internet Gaming Disorder ; Internet addiction ; Multiplayer Online Battle Arena ; delay discounting ; impulsivity ; videogame addiction
[en] Background and aims Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role-Playing Games and First-Person Shooter games. However, empirical studies focusing on the use and abuse of MOBA games are still very limited, particularly regarding impulsivity, which is an indicator of addictive states but has not yet been explored in MOBA games. In this context, the objective of the present study is to explore the associations between impulsivity and symptoms of addictive use of MOBA games in a sample of highly involved League of Legends (LoL, currently the most popular MOBA game) gamers. Methods Thirty-six LoL gamers were recruited and completed both experimental (Single Key Impulsivity Paradigm) and self-reported impulsivity assessments (s-UPPS-P Impulsive Behavior Scale, Barratt Impulsiveness Scale), in addition to an assessment of problematic video game use (Problematic Online Gaming Questionnaire). Results Results showed links between impulsivity-related constructs and signs of excessive MOBA game involvement. Findings indicated that impaired ability to postpone rewards in an experimental laboratory task was strongly related to problematic patterns of MOBA game involvement. Although less consistent, several associations were also found between self-reported impulsivity traits and signs of excessive MOBA game involvement. Conclusions Despite these results are preliminary and based upon a small (self-selected) sample, the present study highlights potential psychological factors related to the addictive use of MOBA games.
http://hdl.handle.net/10993/29615
10.1556/2006.5.2016.028

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