Author: Seok, S.; DaCosta, B.
Description: This study investigated certain social aspects of young massively multiplayer online game (MMOG) players’ lives in the context of pathological gameplay while distinguishing addiction from high engagement. Online gameplay frequency and demographic information were also examined. Of the 1,332 sampled, those classified as addicted self-reported the largest percentage of (a) playing online games, (b) scheduling their lives around their gameplay, (c) playing games instead of spending time with family and friends, (d) getting into verbal and physical altercations, and (e) playing to interact with friends and strangers. Statistical analysis, however, revealed no significant differences between the groups, perhaps supporting the idea that players progress through a phase of high engagement before reaching the stage of addiction and that those highly engaged might already show traits or behaviors very similar to, if not the same as, those addicted with regard to certain aspects of their social lives.
Subject headings: massively multiplayer online games MMOGs online video games addiction high engagement
Publication year: 2014
Journal or book title: Games and Culture
Volume: 9
Issue: 4
Pages: 227-254
Find the full text :Â https://journals.sagepub.com/doi/abs/10.1177/1555412014538811
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Type: Journal Article
Serial number: 1488