scholarly journals What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases

2018 ◽  
Vol 8 ◽  
pp. 185-188 ◽  
Author(s):  
Stefano Triberti ◽  
Luca Milani ◽  
Daniela Villani ◽  
Serena Grumi ◽  
Sara Peracchia ◽  
...  
2012 ◽  
Vol 28 (1) ◽  
pp. 9
Author(s):  
Octavianus Prabowo ◽  
Juneman Juneman

Indonesia’s youth has been facing several significant problems such as drug addiction and online-video games addiction. The Indonesia Manual for Classification and Diagnosis of Mental Disorders (PPDGJ III) has not yet included diagnosis criteria for online-video games addiction. This research was the first to find the relationship between online-video games addiction with a predictor that is peer-acceptance and a mediator variable that is loneliness. Path analysis with Structural Equation Model was applied to 133 sample data of Jakartan teenagers aged 12-18. The result showed that hypothesized research model was suitable to the empirical data (÷2 = 1,56; p > 0,05; GFI > 0,90). If the addicted teenagers perceived that they are not accepted by their peers, followed by strong feelings of loneliness, this psychological situation worsened their addiction to online-video games.


2022 ◽  
pp. 151-167
Author(s):  
Yasemin Özkent

Different precautions such as quarantine, social distance, and hygiene applications have been taken around the world to prevent the spreading of the virus during the COVID-19 pandemic. While these precautions brought many sectors to a halt, digital-based platforms have been used more actively. The pandemic changed daily work, leisure, education, and the time spent with families and how people distribute their time on these items. The interest toward digital games increased as the result of COVID-19 quarantine. As people spent more time at home, they tended to play games to socialize. This study aims to evaluate the changes and tendencies in the consumption of video games during the pandemic period in Turkey. Accordingly, the consumption of online video games in 2020 was analyzed through comparing with 2019. As a result, it was detected that more time and money was spent during the pandemic period on the digital game sector which was also important before.


2019 ◽  
Vol 30 (3) ◽  
pp. 927-947 ◽  
Author(s):  
Yan Huang ◽  
Stefanus Jasin ◽  
Puneet Manchanda

We propose a novel two-stage data-analytic modeling approach to gamer matching for multiplayer video games. In the first stage, we build a hidden Markov model to capture how gamers' latent engagement state evolves as a function of their game-play experience and outcome and the relationship between their engagement state and game-play behavior. We estimate the model using a data set containing detailed information on 1,309 randomly sampled gamers' playing histories over 29 months. We find that high-, medium-, and low-engagement-state gamers respond differently to motivations, such as feelings of achievement and need for challenge. For example, a higher per-period total score (achievement) increases the engagement of gamers in a low or high engagement state but not those in a medium engagement state; gamers in a low or medium engagement state enjoy within-period score variation (challenge), but those in a high engagement state do not. In the second stage, we develop a matching algorithm that learns (predicts) the gamer's current engagement state on the fly and exploits that learning to match the gamer to a round to maximize game-play. Our algorithm increases gamer game-play volume and frequency by 4%–8% conservatively, leading to economically significant revenue gains for the company.


Author(s):  
I Dewa Putu Eskasasnanda

Science and technology development causes a lot of changes in any fields including the form of popular games among the Junior and Senior High School students in Indonesia.The traditional games that are famous formerly have been replaced by the modern games like online video game.This article discusses the cause and effect of the online video game playing on the Junior and Senior High Schools students in Malang.This study reveal that students play video games online due to peers pressure; and online video games are liked because they are considered more modern, practical, realistic and varied. Initially, students play online video games to relieve the fatigue due to studying at school, but subsequently, they are becoming addicted, and reach a condition that they find it difficult to stop playing games.This condition will directly affect their achievement in school.


2019 ◽  
Vol 54 (11) ◽  
pp. 1875-1885 ◽  
Author(s):  
Rebecca J. Gilbertson ◽  
Dustyn J. Leff ◽  
Nathan A. Young

2010 ◽  
Vol 22 (3) ◽  
pp. 114-124 ◽  
Author(s):  
Allison Eden ◽  
Erin Maloney ◽  
Nicholas David Bowman

Demographic research and anecdotal evidence suggest that, historically, games have been dominated by male players. However, newer research shows gains by female players, especially in online games. Therefore, how gamers perceive the masculinity of other gamers in game has become relevant. Two experiments examine how two variables – game genre and player skill – inform gender perception in online games. Results from both studies show that game genre is a salient cue for gender perception, but that perception of player skill is not. A number of gender differences in perceptions of player skill and the relationship between genre and perceptions of player masculinity are also identified. These findings are an important first step in understanding the perception of others in online entertainment environments.


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