scholarly journals Gaming motivation and problematic video gaming: The role of needs frustration

2017 ◽  
Vol 48 (4) ◽  
pp. 551-559 ◽  
Author(s):  
Devin J. Mills ◽  
Marina Milyavskaya ◽  
Nancy L. Heath ◽  
Jeffrey L. Derevensky
Author(s):  
Andree Hartanto ◽  
Verity Y.Q. Lua ◽  
Frosch Y.X. Quek ◽  
Jose C. Yong ◽  
Matthew H.S. Ng

2021 ◽  
pp. 016344372110455
Author(s):  
Rowan Tulloch ◽  
Craig Johnson

The last decade has seen the rise of data capture culture. This culture has been most visible, and widely analysed, within the realm of social media; but it is not unique to that form. This article reconceptualises video games as apparatuses for data capture. We situate games within a broader economic and cultural shift towards a new ‘accelerated’ form of neoliberalism where individual choice and agency are pre-filtered and personalised by algorithms based on user data history. Through a survey of the changing role of data in video gaming, this article critically maps a new paradigm for a reimagined games industry driven by a logic of data capture. Gaming promises a unique opportunity for data capture capitalists to mine and commodify player preferences, behaviours and instinctual responses. Arguing that play is a process of uncovering hidden logics, we offer a framework for resisting the data capture hegemony. This is not simply a discussion of gaming, rather this is an attempt to outline the conditions of possibility for a critique of globalised digital culture in which populations are profiled, processed and punished by hidden algorithms of the market that are optimised to construct and reward accelerated performances of neoliberal subjectivity.


Author(s):  
Sinem Siyahhan ◽  
Elisabeth Gee

In this chapter, we expand upon Seymour Papert’s notion of “learning culture”. Specifically, we describe how the traditional expert-novice relationship between parents and children has changed over the last decade with children taking the role of an expert when it comes to technology. We propose that successful participation in 21st century for children starts with collaborative intergenerational experiences at home around technology, and video gaming in particular is a promising context for parents and children to work as partners and develop the dispositions that can be “transfer” to other contexts (e.g. workplace).


Author(s):  
Dustin Freeman ◽  
Otmar Hilliges ◽  
Abigail Sellen ◽  
Kenton O'Hara ◽  
Shahram Izadi ◽  
...  
Keyword(s):  

2021 ◽  
Vol 46 ◽  
Author(s):  
Roberta Biolcati ◽  
Stefano Passini ◽  
Virginia Pupi

The main aim of this study is to improve our knowledge on Internet Gaming Disorder (IGD), contributing to a common discourse concerning its risk profiles. Specifically, the study aims to assess the prevalence of addicted gamers among Italian online and offline gamers, accounting for gender and to investigate the mediation role of gaming motives on the relationship between personality risk traits and IGD. A total of 627 videogame players (55% women; mean age 27 years) recruited from social networking sites took part in the study and filled a questionnaire including gaming characteristics, the Internet Gaming Disorder Scale (IGDS9-SF), the Substance Use Risk Profile Scale (SURPS) and the Motives for Online Gaming Questionnaire (MOGQ). The prevalence rate of Internet gaming disorder was 5.3%. Hopelessness was the personality dimension that most differentiates gaming addicts from non-addicts. Results of the mediation model suggested that Hopelessness was both directly and indirectly (via escape, fantasy and recreational motives) associated with IGD. The motivations Escape and Fantasy also mediate between Anxiety sensitivity and IGD while Competition mediate between Sensation seeking trait and IGD. The evidence suggests that IGD is motivated by psychological mechanisms similar to those compelling substance abuse, but with its own unique features.RésuméCette étude a pour but d’améliorer notre connaissance de la dépendance au jeu sur Internet (DJI) afin d’enrichir le discours sur ses profils de risque. Elle vise plus précisément à évaluer la prévalence des joueurs dépendants parmi les joueurs italiens en ligne et hors ligne, en tenant compte du genre et en examinant le rôle de médiation des raisons qui motivent la pratique des jeux dans la relation entre les traits de personnalité présentant des risques et la DJI. En tout, 627 joueurs de jeux vidéo (55 % de femmes d’une moyenne d’âge de 27 ans) recrutés sur des sites de réseaux sociaux ont participé à l’étude et rempli un questionnaire comprenant des caractéristiques liées au jeu, l’échelle de la dépendance au jeu sur Internet (IGDS9-SF), l’échelle de profil de risque de consommation de substances psychoactives (SURPS) et le questionnaire sur les raisons de jouer en ligne (MOGQ). Le taux de prévalence de la dépendance au jeu sur Internet s’établissait à 5,3 %. Le désespoir constituait l’aspect de la personnalité qui distinguait le plus les personnes dépendantes au jeu des personnes non dépendantes. Les résultats du modèle de médiation donnaient à penser que le désespoir était associé directement et indirectement (raisons liées à la fuite, à l’imaginaire et aux loisirs) à la DJI. Les raisons Fuite et Imaginaire assurent la médiation entre la sensibilité à l’anxiété et la DJI, tandis que la concurrence assure la médiation entre la recherche de sensations et la DJI. Tout indique que la DJI est motivée par des mécanismes psychologiques similaires à ceux qui incitent à la toxicomanie, mais possède ses propres caractéristiques.


2011 ◽  
Vol 3 (1) ◽  
pp. 70-79 ◽  
Author(s):  
Marko M Skoric ◽  
Grace Kwan

The importance of cultivating political engagement among youth has been widely discussed and its value for a well-functioning democratic society reaffirmed by numerous scholars. This study seeks to understand the relationship between the use of emerging platforms for online sociability and entertainment and political participation among young Singaporeans. Specifically, we focus on the intensity of Facebook use and frequency of video gaming, as well as more specific civic activities taking place on these platforms. The findings indicate that the intensity of Facebook use is related to both online and traditional political participation, while civic gaming is associated with online participation only. There is also evidence linking membership in civic/political Facebook groups with increased online participation. Lastly, although the results suggest that online participation may be an important driver of traditional political participation, the role of traditional media, particularly newspapers, should not be easily dismissed.


Author(s):  
Maria Anna Donati ◽  
Cristiana Alessia Guido ◽  
Giuliano De Meo ◽  
Alberto Spalice ◽  
Francesco Sanson ◽  
...  

It is mainly children and adolescents who are involved in video gaming. The lockdown caused by the COVID-19 pandemic may have further increased their use of video games and, consequently, the risk of gaming disorder (GD) symptoms. However, currently, we do not have exhaustive knowledge of this issue. To fill this gap, the current study aims to analyze video gaming habits in children and adolescents during the lockdown, starting in March 2020 in Italy, the first European country affected by the pandemic. Specifically, we aim to understand how variables related to parents—for instance, knowledge of their offspring’s life, the monitoring of their video gaming habits, and parental use of video games—are related to their offspring’s time spent on video games and GD symptoms. A web-based survey involving parents (n = 554, 79% mothers, mean age = 45.39) of 554 children and adolescents (73% males, mean age = 11.11) was utilized. The results showed that they were involved in video games, particularly boys and adolescents, with high rates of GD symptoms. The parents also spent a considerable amount of time playing video games. A path model that explained the mechanisms through which parental variables were related to their offspring’s time spent on video games and GD symptoms, controlling for gender and age, was verified. Overall, the findings indicate the importance of educating parents to behave effectively with respect to video games and monitor their offspring’s video gaming habits.


Author(s):  
B. S. DeCouto ◽  
A. M. Williams ◽  
K. R. Lohse ◽  
S. H. Creem-Regehr ◽  
D. L. Strayer ◽  
...  

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