Reference : Psychological predictors of problematic involvement in massively multiplayer online r...
Scientific journals : Article
Social & behavioral sciences, psychology : Treatment & clinical psychology
http://hdl.handle.net/10993/29660
Psychological predictors of problematic involvement in massively multiplayer online role-playing games: illustration in a sample of male cybercafe players.
English
Billieux, Joël mailto [University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE) > Integrative Research Unit: Social and Individual Development (INSIDE)]
Chanal, Julien [> >]
Khazaal, Yasser [> >]
Rochat, Lucien [> >]
Gay, Philippe [> >]
Zullino, Daniele [> >]
Van der Linden, Martial [> >]
2011
Psychopathology
44
3
165-71
Yes (verified by ORBilu)
International
0254-4962
1423-033X
Switzerland
[en] Adolescent ; Adult ; Behavior, Addictive/psychology ; Humans ; Impulsive Behavior/psychology ; Internet ; Male ; Motivation ; Social Control, Informal ; Surveys and Questionnaires ; Video Games/psychology
[en] BACKGROUND: Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of players interact with one another in a persistent virtual world. MMORPGs can become problematic and result in negative outcomes in daily living (e.g. loss of control on gaming behaviors, compromised social and individual quality of life). The aim of the present study is to investigate psychological predictors of problematic involvement in MMORPGs. SAMPLING AND METHODS: Fifty-four males who played MMORPGs regularly were recruited in cybercafes and screened using the UPPS Impulsive Behavior Scale (which assesses 4 facets of impulsivity) and the Motivation to Play Online Questionnaire (which assesses personal motives to play online). Negative consequences due to excessive time spent on the Internet were assessed with the Internet Addiction Test. RESULTS: Multiple regression analysis showed that problematic use of MMORPGs is significantly predicted by: (1) high urgency (b = 0.45), and (2) a motivation to play for immersion (b = 0.35). CONCLUSION: This study showed that, for certain individuals (who are characterized by a proneness to act rashly in emotional contexts and motivated to play to be immersed in a virtual world), involvement in MMORPGs can become problematic and engender tangible negative consequences in daily life.
http://hdl.handle.net/10993/29660
10.1159/000322525
Copyright (c) 2011 S. Karger AG, Basel.

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