THE IMPACT OF NEUROTICISM ON LEISURE SATISFACTION: ONLINE GAME APPLICATION

2007 ◽  
Vol 35 (10) ◽  
pp. 1399-1404 ◽  
Author(s):  
HILL HUNG-JEN TU ◽  
LILY SHUI-LIEN CHEN ◽  
MICHAEL CHIH-HUNG WANG ◽  
JULIA YING-CHAO LIN

This study was designed to uncover the impact of neuroticism on leisure satisfaction based on online games in Taiwan, the country that has the second largest online game-playing market in the world. A systematic sampling produced 500 usable questionnaires for the final data analysis. The findings indicate a negative relationship between neuroticism and leisure satisfaction. This research therefore provides evidence that overall leisure satisfaction decreases in persons with a greater neuroticism tendency.

2008 ◽  
Vol 36 (5) ◽  
pp. 659-664
Author(s):  
Ming-Feng Yang ◽  
Jia-Jeng Hou ◽  
Hill Hung-Jen Tu

Online games have been growing at a rapid pace with continual advances in new internet technologies. A robust literature review revealed that few empirical studies have been conducted on the behavior of online game players. In this study the relationship between conscientiousness and leisure satisfaction among online game players is explored. A systematic sampling produced 435 usable questionnaires for the final data analysis. Regression analysis was employed to test the effect of conscientiousness on six components of leisure satisfaction. Results revealed a significant main effect for conscientiousness on leisure satisfaction.


2019 ◽  
Vol 7 (1) ◽  
pp. 12-17
Author(s):  
Indah Hairunisa

Online game is a game that can be accessed by the community using internet access. Online games are known to have a fun and addictive effect on their use. Indonesia is the 16th most online game user in the world. This study aims to provide an overview and the impact of the habit of playing online games on Pharmacy students in Samarinda. The method used in this study was using questionnaires distributed to at least 57 respondents of Pharmacy students in Samarinda. The results show that at least 80% of students have played online games with an average playing time of 1-2 hours in one day. The results of the questionnaire also showed an impact in the form of decreasing students' sensitivity to the surrounding environment and the tendency to speak harshly due to playing online games. Based on the results, it can be concluded that the habit of playing online games can reduce students' sensitivity to their environment and can encourage negative behavior, especially in verbal matters. This research can be used as a preliminary description of behavior changes towards the negative of students due to the habit of playing online games.


Author(s):  
Ricardo Javier Rademacher Mena

The last 10 years have seen explosive growth in the fields of online gaming. The largest of these games are undoubtedly the Massively Multiplayer Online Games (MMOG), such as World of Warcraft or City of Heroes, which attract millions of users throughout the world every day. The last 20 years have also seen the growth of a new field of physics known as Physics Education Research (PER). This field consists of physicists dedicated to improving how we learn and teach the subject of physics. In this chapter, the author discusses his personal quest to combine PER with a MMOG and create an online virtual world dedicated to teaching Newtonian physics.


Gamification ◽  
2015 ◽  
pp. 930-955
Author(s):  
Ricardo Javier Rademacher Mena

The last 10 years have seen explosive growth in the fields of online gaming. The largest of these games are undoubtedly the Massively Multiplayer Online Games (MMOG), such as World of Warcraft or City of Heroes, which attract millions of users throughout the world every day. The last 20 years have also seen the growth of a new field of physics known as Physics Education Research (PER). This field consists of physicists dedicated to improving how we learn and teach the subject of physics. In this chapter, the author discusses his personal quest to combine PER with a MMOG and create an online virtual world dedicated to teaching Newtonian physics.


2017 ◽  
Vol 45 (9) ◽  
pp. 1475-1484
Author(s):  
Hye Rim Lee ◽  
Eui Jun Jeong

We investigated the effects of life and game self-efficacy of players of online games on the psychosocial factors of depression, loneliness, and aggression, exploring these relationships via an integrated path model using multidimensional factors of each construct. With survey data from 1,227 Korean online gamers, we examined how coping and social aspects of life and game self-efficacy affect these psychosocial factors. The results highlighted the important role of life self-efficacy, which significantly and negatively affected loneliness and depression; however, the results showed positive associations of game self-efficacy with these factors. Life self-efficacy had greater positive effects on depression and loneliness when mediated by preferred game playing. These findings provide novel contributions to research on the relationship between life and game self-efficacy, as therapeutic prerequisite factors in online game playing, and players' psychosocial factors.


2009 ◽  
Vol 2 (3) ◽  
Author(s):  
Melissa De Zwart

The recent (February 2009) defection of a key member of the Band of Brothers Alliance in EVE caused a major restructure of the EVE gaming environment, much to the joy of the game’s operators, CCP games. (So much so, that many accused them of having staged an ‘inside job’ to disrupt the stranglehold of BoB). The defection was made possible through the design of the game and the need to maintain corporate structures to effect control over key regions. The defection of Haargoth was catastrophic to BoB, destroying years of player time and significant real money investment in game time. Some calls were made for CCP to intervene, but such action would have contradicted the game character of EVE itself as a piractical world. If such conduct had occurred in the corporate world of any RL nation, clear demands for regulatory control would have been acceded to (see, for example, the demand for repayment of AIG bonus payments made to executives). In another virtual world, World of Warcraft, the operators Blizzard, have recently announced (March 2009) a new policy regarding add-ons, which will affect the way in which many keen WoW participants will interact with the game. This follows on from the litigation regarding Glider, which divided the WoW community regarding what is acceptable in terms of mods and automated play. Again response to the add-on policy has attracted heated debate in the dedicated WoW community. The relationship between practice and theory regarding treatment of mods and add-ons by Blizzard has been inconsistent and frustrating for many keen WoW players. The legal status of mods and add-ons in other worlds remains unclear. Finally, the operators of Entropia have just announced that they have been granted a banking licence in Sweden. It remains to be seen how this will impact on the gaming experience and the regulation of that experience by external authorities. This article will consider the important influence of game design and game governance on the nature of the player’s experience. It will also compare social world environments, such as Second Life. It will consider increased calls for inworld regulation and the impact this would have on the nature of the players’ experience. It will explore the need to acknowledge the particular nature of the world under consideration and discuss ways how this might be respected and protected. It will consider the relationship between real world laws, inbuilt game standards and the players’ own negotiated understanding of the world with which they are engaged and how this may change over time, according to gaming experiences and investment in the game world. It will explore the relationship between the underlying governance structures of the virtual world and the developing nature of that world and make suggestions regarding the possible effects of law reform and standards setting in this area. This paper will build on work I have been doing on virtual world governance, such as ‘Legal Issues in Virtual Worlds: Governance and Intellectual Property’, a presentation to the OECD Workshop on Innovation and Policy for Virtual Worlds, 11 March 2009, http://www.oecd.org/dataoecd/54/2/42347580.pdf; my contribution to the ENISA Position Paper: Virtual Worlds, Real Money, Security and Privacy in Massively- Multiplayer Online Games and Social and Corporate Virtual Worlds, November 2008, http://www.enisa.europa.eu/doc/pdf/deliverables/enisa_pp_security_privacy_virtualworlds.pdf; ‘The dark side of online games : fraud, theft and invasion of privacy’, (2009) 11(9) Internet Law Bulletin 147-151 and ‘Governance and the Global Metaverse,’ (with David Lindsay) presented at the Cybercultures Conference , Salzburg, 15 March 2009, http://www.inter-disciplinary.net/critical-issues/cyber/cybercultures/conference-programme-abstracts-and-papers/session-8-cyber-policy-and-cyber-democracy/.


2010 ◽  
Vol 21 (2) ◽  
pp. 69-99 ◽  
Author(s):  
Kaunchin Chen ◽  
Jengchung V. Chen ◽  
William H. Ross

Massively Multiplayer Online Game (MMOG) dependency has been widely studied but research results suggest inconclusive antecedent causes. This study proposes and empirically tests three predictive models of MMOG dependency using a survey of online gaming participants. It finds multimedia realism for social interaction serves as an original antecedent factor affecting other mediating factors to cause MMOG dependency. These mediating factors derive from Uses and Gratifications theory and include: (1) participation in a virtual community, (2) diversion from everyday life, and (3) a pleasant aesthetic experience. Of these, participation in a virtual community has a strong positive relationship with MMOG dependency, and aesthetics has a modest negative relationship. Moderator analyses suggest neither gender nor “frequency of game playing” are significant but experience playing online games is a significant moderating factor of MMOG dependency.


2020 ◽  
Vol 5 (2) ◽  
pp. 212 ◽  
Author(s):  
Dito Aditia Darma Nasution ◽  
Erlina Erlina ◽  
Iskandar Muda

<p><em>This study aims to determine the impact of the COVID-19 pandemic on the Indonesian economy. Until this research was written, 93 countries were found infected with COVID-19. The spread of COVID-19 which had spread eventually brought very bad risks to the world economy, including Indonesia, especially in terms of tourism, trade and investment. The method used in this research is descriptive quantitative method that uses an approach called secondary data analysis, which is a research methodology that uses secondary data as the main data source. Based on the results of the study, Indonesia is currently still in a stable economic situation. Strategic steps related to fiscal and monetary are also estimated to still have room to provide economic stimulus if needed. However, as the COVID-19 pandemic case developed, the market did fluctuate more in the negative direction. Not only that, the slow pace of Indonesia's export activities to China will also have a significant impact on the economy in Indonesia.</em></p><p><em><br /></em></p><p><em>Penelitian ini bertujuan untuk mengetahui dampak pandemi COVID-19 terhadap perekonomian Indonesia. Hingga penelitian ini ditulis ditemukan 93 negara yang telah terjangkit COVID-19. Pandemi COVID-19 yang telah menyebar pada akhirnya membawa risiko yang sangat buruk bagi perekonomian dunia termasuk Indonesia khususnya dari sisi pariwisata, perdagangan serta investasi. Metode yang digunakan dalam penelitian ini adalah metode kuantitatif deskriptif dengan menggunakan pendekatan analisis data sekunder. Berdasarkan hasil penelitian, dampak pandemi COVID-19 menyebabkan rendahnya sentimen investor terhadap pasar yang pada akhirnya membawa pasar ke arah cenderung negatif. Langkah-langkah strategis terkait fiskal dan moneter sangat dibutuhkan untuk memberikan rangsangan ekonomi. Seiring berkembangnya kasus pandemi COVID-19, pasar lebih berfluktuasi ke arah yang negatif. Tidak hanya itu saja, lambatnya ekonomi global khususnya kegiatan ekspor Indonesia ke China juga berdampak signifikan terhadap perekonomian Indonesia. Hal tersebut berdasarkan analisis sensitivitas yang menjelaskan bahwa lambatnya ekonomi global saat ini sangat berdampak terhadap pertumbuhan perekonomian Indonesia.</em></p>


2020 ◽  
Vol 12 (2) ◽  
pp. 49
Author(s):  
Khefti Al Mawalia

Online games have been very popular nowadays, more than games played by children and teenagers 30 years ago. This study aims to explore technological developments that people are interested in, namely the phenomenon of the emergence of the online game Mobile Legend. Mobile Legend has succeeded in making Indonesians interested because of its avatar, message feature, and buying and selling of online characters in one application. The evolution of online games from PC to Smartphone makes it easier for gamers to play games anywhere and anytime. Not infrequently, they can spend up to 6 hours a day looking for internet network access. Researchers use determinism theory to answer this phenomenon. The method in this study uses a qualitative type with a virtual ethnographic method. In addition, this research collects data on using virtual tracing to record and documenting virtual activities, and interviews with seven informants of Mobile Legends' players. This research shows that when a person plays games, he can become more apathetic and minimize interaction and communication with the social environment around him. Technology like Mobile Legend has eroded the socio-cultural side and communication sensitivity of an individual in society. All users also become more active and narcissistic in creating multiple identities that exist in the virtual world. So this research shows that online games in creating virtual reality have both positive and negative impacts on the players.


2021 ◽  
Vol 3 (1) ◽  
pp. 13-26
Author(s):  
Muhammad Saeed ◽  
Ijaz Ahmad ◽  
Muhammad Ahmad Usman

The catastrophe that the world is now facing in the form of COVID-19, has affected most of the world economies and financial markets as a result of lockdown, travelling restrictions, and social distances. The present study attempted to investigate the effects of COVID-19 on the stock returns of the Pakistan Stock Exchange. The data employed comprises daily prices of Pakistan Stock Exchange, the daily value of exchange rate over the period 01 January 2011 to 30 April 2021, and a dummy variable for COVID-19 which takes 1 for the period during COVID-19 and 0 for the period before. The data were sourced from the Karachi Stock Exchange website, National Institute of Health Sciences Pakistan, and State Bank of Pakistan. We applied the autoregressive conditional heteroskedastic (ARCH) and the associate generalized autoregressive conditionally heteroskedastic (GARCH) approaches to analyze the impact. Our findings revealed that a negative relationship exists between our variables of interest with mean returns and a positive relationship with the volatility of the KSE-100 index. This implies that the COVID-19 pandemic has affected the stock price and increases the volatility of the KSE-100 index, and further affects the financial system. The study recommends that an urgent and powerful response is needed on the part of the government,including strong measures to prevent a severe stock market crash in Pakistan in near future.


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