Early Adolescent Players' Playfulness and Psychological Needs in Online Games

2010 ◽  
Vol 38 (5) ◽  
pp. 627-636 ◽  
Author(s):  
Yu-Tzu Chiang ◽  
Sunny S. S. J. Lin

Early adolescent in-game playfulness (state), playfulness trait rated during the study procedure, and psychological needs fulfilled through online gaming were explored. Taiwan adolescents (N = 132) were recruited to connect to an online game for a certain period of time. Immediately after this gaming procedure, they completed questionnaires of players' momentary playfulness and psychological needs. Online game playfulness trait was mapped onto 2 broad dimensions: self-game focused and cognition-affect driving. In-game playfulness was a more suitable indicator (than playfulness trait) to describe adolescents' immediate experience of playfulness. Adolescents' psychological needs included in-game autonomy, in-game competence, and in-game relatedness, and adolescents' psychological needs predicted in-game playfulness.

Kybernetes ◽  
2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Wei-Lun Chang ◽  
Li-Ming Chen ◽  
Yen-Hao Hsieh

PurposeThis research examined the social interactions of online game players based on the proposed motivation model in order to understand the transitions of motivation of online game. The authors also separated samples into four categories to compare the difference of different type of online game players.Design/methodology/approachThis study proposed a motivation model for online game player based on existence–relatedness–growth theory. The authors also analyze the transitions of motivations via first-order and second-order Markov chain switching model to obtain the journey of online to offline socialization.FindingsTeamwork–socialization players preferred to make friends in their online gaming network to socialize. Competition–socialization players were mostly students who played games to compete and socialize and may share experience in online or offline activities. Teamwork–mechanics players purely derived pleasure from gaming and were not motivated by other factors in their gaming activities. Competition–mechanics players may already have friends with other gamers in real life.Research limitations/implicationsMore samples can be added to generate more generalizable findings and the proposed motivation model can be extended by other motivations related to online gaming behavior. The authors proposed a motivation model for online to offline socialization and separated online game players into four categories: teamwork–socialization, competition–socialization, teamwork–mechanics and competition–mechanics. The category of teamwork–socialization may contribute to online to offline socialization area. The category of competition–mechanics may add value to the area of traditional offline socialization. The categories of competition–socialization and teamwork–mechanics may help extant literature understand critical stimulus for online gaming behavior.Practical implicationsThe authors’ findings can help online gaming industry understand the motivation journey of players through transition. Different types of online games may have various online game player's journey that can assist companies in improving the quality of online games. Online game companies can also offer official community to players for further interaction and experience exchange or the platform for offline activities in the physical environment.Originality/valueThis research proposed a novel motivation model to examine online to offline socializing behavior for online game research. The motivations in model were interconnected via the support of literature. The authors also integrated motivations by Markov chain switching model to obtain the transitions of motivational status. It is also the first attempt to analyze first-order and second-order Markov chain switching model for analysis. The authors’ research examined the interconnected relationships among motivations in addition to the influential factors to online gaming behavior from previous research. The results may contribute to extend the understanding of online to offline socialization in online gaming literature.


2019 ◽  
Vol 8 (1) ◽  
pp. 33-38
Author(s):  
Masta Hutasoit ◽  
Herian Alpazara

Background: The development of technologies have progressed very rapidly, one of them is online game. Online games have an impact that makes users addicted to playing it, such as increased aggressiveness in adolescents, disruption of sleep patterns, lack of concentration, socialization, and lack of empathy..Objective: To describe the playing behavior of online games in adolescents Methods: This research was descriptive research. Purposive sampling technique with 56 students in Yogyakarta. The instrument in this study used questionnaire. Analysis statistic used univariate analysis with frequency distribution of each variable.Results: The results of the study showed that online gaming behavior in adolescents was included in the high category of (46.4%). The age of the first time playing online games was 12 years (44.6%), media games used mobile phones (80.4%), playing online games was with friends (64.3%). The type of game used was mostly aggression (87.5%). And most of the games were at home, namely (92.9%). The intensity of playing online games most of the respondents included in the category were always (39.3%).Conclusion: high category in playing games in adolescents can have an impact on needed attention to parents to monitor teenagers in playing games so as not to become addictive and have an impact on children's lives   Keywords: Adolescents, Behavior, Online games


2018 ◽  
Vol 128 (1) ◽  
pp. 9-13
Author(s):  
Beata Pawłowska ◽  
Emilia Potembska ◽  
Jolanta Szymańska

Abstract Introduction. Dependence on the Internet and online games is a growing problem worldwide. Aim. The aim of this study was to determine the differences between girls and boys as well as between adolescents living in urban vs. rural areas in regard to prevalence of playing online games, the amount of time devoted to playing games, the severity of symptoms of online gaming addiction, and preferences for game genres. Also, significant predictors of online game addiction in the studied group of young people were identified. Material and methods. The study involved 827 adolescents aged 14 to 19 years. When it comes to 488 (60.02%) of them, they lived in the countryside and 325 (39.98%) in a city. The following instruments were used: a sociodemographic questionnaire, the Online Gaming Addiction Questionnaire and the Disturbed Family Relations Questionnaire, all developed by Pawłowska and Potembska. Results. Statistically significant differences were found between girls and boys and between adolescent urban and rural dwellers in prevalence of playing online games, severity of online gaming addiction symptoms, preferences for specific game genres, and the amount of time spent playing online games. Conclusions. 1. Significantly more boys than girls played online games. Boys devoted more time to playing and had more severe symptoms of addiction to online games. 2. Adolescent city dwellers spent significantly more time playing online games, mainly to relieve boredom and experience new sensations, than young people living in the countryside. 3. Major predictors of online gaming addiction included male gender, urban residence, domestic violence, mother’s child-raising rules being challenged by the father, and the child’s sense of responsibility for his/her parents.


2021 ◽  
Vol 9 (1) ◽  
pp. 64
Author(s):  
Yanuar Fahrizal ◽  
Bima Yoga Pratama

The Online game is a technological product that is quite popular among adolescents. Violent characters in online games can affect the game players. Hurting the enemies in the games every day will gradually lead adolescents to think that hurting people is a fun and common thing to do. The adolescent delinquency cases in Yogyakarta occur every year, and the most frequent cases are klitih (maltreatment) and brawls. This study aims to discover the relationship between the level of addiction to violent online games and the intensity of violent behavior in adolescents. This study employed a quantitative method with a cross-sectional approach. Data were collected through Game Addiction Scale for Adolescent questionnaires by  about the adolescents’ addiction to online games and violent behavior in adolescents. The respondents of the study were 96 adolescents, recruited using the Lemeshow formula. Data were analyzed using the Spearmen rho test. Results showed that 48 adolescents (50%) were addicted to online games at a moderate level. The majority of adolescents (44.8%) had a low intensity of violent behavior. The p-value was 0.000 (<0.005). The correlation value was 0.731, indicating a strong correlation between online gaming addiction and intensity of violent behavior, and the positive value suggests a unidirectional relationship. The level of online gaming addiction in adolescents in Yogyakarta is moderate. Online gaming addiction and violent behavior have a significant relationship with a strong correlation coefficient and a unidirectional relationship. Future researchers are suggested to add research variables to discover other factors contributing to violent behavior in adolescents.


2014 ◽  
Vol 931-932 ◽  
pp. 1472-1476 ◽  
Author(s):  
Permbun Aimsupasit ◽  
Witcha Feungchan

Nowadays, Online gaming industry has been fast growing in Bangkok especially massively multiplayer online role-playing game (MMORPG). As online games grow in importance as an electronic commerce application, game developers and publishers increasingly believe that understanding factors affecting the quality of MMORPG online games is critical to the success of online game industry. Nevertheless, scant attention is given to the empirical investigation of the influence of online gaming perceived MMORPG quality. As for the study of factors affecting the quality of MMORPG online games in Bangkok, the researchers had set the regulations of quantitative research as a survey research with a questionnaire as the tool for data collection, the study results could be useful for online game industry.


Ta dib ◽  
2020 ◽  
Vol 23 (1) ◽  
pp. 113
Author(s):  
Muhamad Disra Saputra ◽  
Marjohan Marjohan ◽  
Safrizal Safrizal

The aim of this study is to describe the game addiction behavior and its effect on mental health of teenagers. This study used qualitative method. The data collection was carried out in three ways:  interview, observation, and documentation. The data were analyzed by using Miles and Huberman’s theories. In order to maintain the validity, the researcher did triangulation techniques. The results of the study showed that online game addiction had an effect on several domains, namely a sense of dependency that was marked by disability to withdraw from the desire to play games. Accordingly, the gamers frequently declared that their life without online gaming was empty. They were  intolerance to the use of time, as they said that the time needed to play online games was uncertain, and their disability to control their emotions due to defeat during the games.


2019 ◽  
Vol 10 (1) ◽  
pp. 115
Author(s):  
Dwi Christina Rahayuningrum ◽  
Zabidah Putit ◽  
Ira Erwina

ABSTRAK Adiksi game online saat ini menjadi permasalahan global. Adiksi game online akan membuat pemainnya asik bermain game online hingga melupakan waktu dan menimbulkan hal negatif seperti melupakan kewajiban dan terganggu pola tidur. Faktor yang mempengaruhi adiksi game online motivasi dan dukungan sosial teman sebaya, motivasi yang tinggi bisa dari diri sendiri dan lingkungan akan mempengaruhi adiksi seseorang terhadap game online. Tujuan dari penelitian ini untuk mengetahui hubungan motivasi dan dukungan sosial dengan adiksi game online pada remaja. Penelitian ini merupakan penelitian dengan desain deskriptif analitik dengan pendekatan cross sectional. Sampel pada penelitian ini adalah siswa kelas 7 dan 8 SMP N 13 Padang yang bermain game online yang berjumlah 150 orang. Instrumen penelitian yang digunakan yaitu kuesioner adiksi game online (GASA), motivasi bermain game online¸ dan dukungan sosial teman sebaya (ISEL). Hasil penelitian menunjukkan 64,7% remaja yang mengalami adiksi game online, motivasi bermain game online tinggi pada remaja 66,7%, dan dukungan sosial teman sebaya yang tinggi 76,7%. Terdapat hubungan antara motivasi dengan adiksi game online dengan p value=0,000 (p<0,05), serta tidak ada hubungan dukungan sosial dengan adiksi game online dengan p value=0,450 (p<0,05). Disarankan kepada pihak sekolah untuk melakukan konseling terkait dampak game online pada guru dan meningkatkan kegiatan ekstrakulikuler juga untuk keperawatan jiwa disarankan untuk melakukan kegiatan berupa promosi dan preventif seperti melakukan konseling atau psikoedukasi pada keluarga serta anak terkait dengan dampak bermain game online. Kata Kunci       : game online, motivasi, dukungan sosial, adiksi¸ psikososial, remaja Relationships Motivation Playing Online Games And Social Support Peers With Online Game Addiction Adolescents in SMPN Padang City ABSTRACT Online game addiction is now a global problem. Online game addiction will make the players cool to play online games to forget about time and give rise to negative things like forgetting its obligations and disturbed sleep patterns. Getting addicted to online game could ense from oneself and or being motivated and supported by peers. The purpose of this study is to determine the relationship between motivation and social support with online game addiction in adolescents. This study is a descriptive with cross sectional design. The samples of this studi include 7th and 8th grade students of SMPN 13 Padang the total sample are 150. The research instrument used questionnaire online game addiction (GASA), the motivation to play online games and social support peer (ISEL). The results showed 64.7% of adolescents who experience addiction online games, play online games high motivation in adolescents 66.7%, and peer social support high 76.7%. There is a relationship between motivation and addiction online games with p value = 0,000 (p<0,05), and no social support relationships with online gaming addiction with p value = 0.450 (p<0,05). It suggested to the school counseling online game-related impacts on teachers and increase extracurricular activities also for the soul of nursing are advised to carry out promotion and preventive activities such as counseling or psycho-education in family and child related to the impact of online gaming. Keywords: online games, motivation, social support, psychosocial addiction, teen


2019 ◽  
Vol 8 (1) ◽  
pp. 33-38
Author(s):  
Masta Hutasoit ◽  
Herian Alpazara

Background: The development of technologies have progressed very rapidly, one of them is online game. Online games have an impact that makes users addicted to playing it, such as increased aggressiveness in adolescents, disruption of sleep patterns, lack of concentration, socialization, and lack of empathy.. Objective: To describe the playing behavior of online games in adolescents Methods: This research was descriptive research. Purposive sampling technique with 56 students in Yogyakarta. The instrument in this study used questionnaire. Analysis statistic used univariate analysis with frequency distribution of each variable. Results: The results of the study showed that online gaming behavior in adolescents was included in the high category of (46.4%). The age of the first time playing online games was 12 years (44.6%), media games used mobile phones (80.4%), playing online games was with friends (64.3%). The type of game used was mostly aggression (87.5%). And most of the games were at home, namely (92.9%). The intensity of playing online games most of the respondents included in the category were always (39.3%). Conclusion: high category in playing games in adolescents can have an impact on needed attention to parents to monitor teenagers in playing games so as not to become addictive and have an impact on children's lives Keywords: Adolescents, Behavior, Online games


Complexity ◽  
2017 ◽  
Vol 2017 ◽  
pp. 1-10
Author(s):  
Young Bin Kim ◽  
Kyeongpil Kang ◽  
Jaegul Choo ◽  
Shin Jin Kang ◽  
TaeHyeong Kim ◽  
...  

Transactions involving virtual currencies are becoming increasingly common, including those in online games. In response, predicting the market price of a virtual currency is an important task for all involved, but it has not yet attracted much attention from researchers. This paper presents user opinions from online forums in a massive multiplayer online game (MMOG) setting widely used around the world. We propose a method for predicting the next-day rise and fall of the currency used in an MMOG environment. Based on analysis of online forum users’ opinions, we predict daily fluctuations in the price of a currency used in an MMOG setting. Focusing specifically on the World of Warcraft game, one of the most widely used MMOGs, we demonstrate the feasibility of predicting the fluctuation in value of virtual currencies used in this game community.


2011 ◽  
Vol 141 (1) ◽  
pp. 128-136 ◽  
Author(s):  
Dal Yong Jin

In the twenty-first century, the Korean wave has been expanding with the growth of digital culture, particularly online gaming. The rapid growth of the Korean online game industry and exports to Western markets have raised the fundamental question of whether digital culture has changed the Korean wave from a regionally focused cultural flow to a Western-focused contra-flow. This article discusses the Korean online gaming industry as an example of contra-flow. It also maps out the process by which local online games are appropriated for Western game users through content hybridisation and glocalisation. Finally, it questions whether this new trend can diminish asymmetrical cultural flows between the West and the East.


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