Off the Hook: Exploring Reasons for Quitting Playing Online Games in China

2018 ◽  
Vol 46 (12) ◽  
pp. 2097-2112
Author(s):  
Qiaolei Jiang

China is now one of the biggest online game markets, and the games are seen as both an economic opportunity and a social threat, especially to the young. I investigated the nature of, reasons for, and influences of online game quitting in China with 176 participants selected using deviant case sampling. I examined the relationships between the attitudes of those who were quitting playing toward online games, their perception of media portrayal of online games, family pressure, peer influence, functional alternatives, self-esteem, loneliness, online game quitting, and satisfaction with life after quitting. Results showed that the more negatively the participants felt about online games, the more likely they were to quit, and perception of peers' negative attitude toward online gaming, perception of alternatives, and lower income were significant predictors of online game quitting. These findings could help policy makers rethink healthy gaming and antiaddiction strategies.

2015 ◽  
Vol 32 (21) ◽  
pp. 3205-3225 ◽  
Author(s):  
Jae Yop Kim ◽  
Jeen Suk Lee ◽  
Sehun Oh

Drawing on the cognitive information–processing model of aggression and the general aggression model, we explored why adolescents become addicted to online games and how their immersion in online games affects school violence perpetration (SVP). For this purpose, we conducted statistical analyses on 1,775 elementary and middle school students who resided in northern districts of Seoul, South Korea. The results validated the proposed structural equation model and confirmed the statistical significance of the structural paths from the variables; that is, the paths from child abuse and self-esteem to SVP were significant. The levels of self-esteem and child abuse victimization affected SVP, and this effect was mediated by online game addiction (OGA). Furthermore, a multigroup path analysis showed significant gender differences in the path coefficients of the proposed model, indicating that gender exerted differential effects on adolescents’ OGA and SVP. Based on these results, prevention and intervention methods to curb violence in schools have been proposed.


Author(s):  
Ahmad Munawir

AbstractThis study examines the dangers of online games on children's language behavior. This research uses a qualitative approach with descriptive type. The data collection method uses observation by describing the results of video observations that show the interaction of children while playing online games. The online game that was studied was Playerunknown’s Battlegrounds (PUBG). The data obtained are then analyzed interactively by means of reduction, presentation, and drawing conclusions. The results showed that when playing online games children absorb a lot of abusive / negative language so that the language behavior becomes distorted. Words or terms that are often used by children such as dogs, idiots (monks), monkeys, bencong (sissy), dogs, idiots / idiots / fools (stupid), dick (male genitalia), tampol (slap), son of a bitch (bastard (slap) brash), and tonjok (hit). It was concluded that online games make many children absorb abusive or negative language so that the language behavior becomes bad. It is recommended to parents, teachers and policy makers not to recommend children to play online games that are specifically violent and have a verbal interaction menu.


2018 ◽  
Vol 13 (1) ◽  
pp. 10-17
Author(s):  
Renidayati . ◽  
Suhaimi .

Excessive use of online games in adolescents can lead to addiction. Online game addiction is associated with limited time of rest, insomnia, sleep deprivation, academic decline, decreased self-esteem, and decreased life satisfaction with everyday life. Through Assertive Training Program and Psycho-educational Program in Families are expected to improve the ability of self-esteem, assertiveness and knowledge of teenagers to prevent the Online Game Addiction. The study design "Quasi-experimental pre-post test without control group" with an intervention of assertive Training Program and Psycho-Educational Program in Family. The results showed a difference of average in self-esteem, assertive behavior and knowledge of Online Games in the intervention group were given assertiveness training program and Psycho-educational program before and after the intervention with P value of 0.000 (p <0.05). Expected that exercise of assertive program and Psycho-Educational Program in Families can be used as a model in the prevention of online game addiction in adolescents, for nurses, counseling teachers in schools, and in communities


2021 ◽  
Vol 12 ◽  
Author(s):  
Sung Je Lee ◽  
Eui Jun Jeong ◽  
Dae Young Lee ◽  
Gyoung Mo Kim

Cheating, the act of winning in a competition based on unfair advantages over one’s opponents, often occurs in online games (e.g., illegal money exchange, account hacking, and exploiting a bug). With the recent flourishing of competitive tournament games online, such as League of Legends (LoL) and Overwatch, cheating has emerged as a serious problem since it not only promotes the de-socialization of gamers but also adversely affects game brands. However, there has little research on this issue in studies on competitive online games. Focused on three psychological factors (i.e., competitive motivation, self-esteem, and aggression), which has been reported to be primarily related to cheating in sports, this paper presents a study that empirically examined the associations between the factors and cheating in competitive online game environments. From survey data of 329 LoL gamers in South Korea, a structural equation model was analyzed. The results showed that gamers with a high degree of competitive motivation are more inclined to cheat in the game. Aggression increased cheating behavior and had a significant relationship with competitive motivation. Self-esteem decreased the degree of cheating but did not affect competitive motivation. Notably, gaming time negatively influenced cheating. The practical implications of these study results were discussed.


2002 ◽  
Vol 22 (3) ◽  
pp. 96-103 ◽  
Author(s):  
Loanna Tzonichaki ◽  
George Kleftaras

With advances in health care sciences, people with spinal cord injuries can now live to old age. Rehabilitation of the disabled is a dynamic process and should include not only attaining maximum function, but also receiving satisfaction with life in one's environment. Life satisfaction is thought to be the subjective part of quality of life, i.e., the feelings of the persons concerned about their functioning and circumstances. However, these feelings are influenced by self-esteem, the positive or negative attitude toward oneself, as well as life satisfaction and the effect of loneliness on self-esteem. Forty community-living adults with paraplegia from spinal cord injury from the metropolitan area of Athens responded to the Rosenberg's Self-Esteem Scale, the Revised UCLA Loneliness Scale, and the Life Satisfaction Index. As expected, statistically significant correlations were obtained among self-esteem, life satisfaction, and loneliness. More specifically, the higher an individual's self-esteem: a) the higher the life satisfaction and b) the lower the feelings of loneliness experienced. Furthermore, there was a statistically negative relationship between loneliness and life satisfaction. Community mobility, architectural adaptations, and social support, as it is reflected through marital status and frequency of received visits, proved to be important factors in understanding loneliness, self-esteem, and life satisfaction. Implications for rehabilitation of individuals with spinal cord injuries are discussed.


10.32698/0772 ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 113
Author(s):  
Eryzal Novrialdy ◽  
Herman Nirwana ◽  
Riska Ahmad

Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.


Author(s):  
Allison L. Groom ◽  
Thanh-Huyen T. Vu ◽  
Robyn L. Landry ◽  
Anshula Kesh ◽  
Joy L. Hart ◽  
...  

Vaping is popular among adolescents. Previous research has explored sources of information and influence on youth vaping, including marketing, ads, family, peers, social media, and the internet. This research endeavors to expand understanding of peer influence. Our hypothesis is that friends’ influence on teen vapers’ first electronic nicotine delivery systems (ENDS) use varies by demographic variables and awareness of ENDS advertising. In August–October 2017, youth (n = 3174) aged 13–18 completed an online survey to quantify ENDS behaviors and attitudes and were invited to participate in follow-up online research in November-December 2017 to probe qualitative context around perceptions and motivations (n = 76). This analysis focused on the ENDS users, defined as having ever tried any ENDS product, from the survey (n = 1549) and the follow-up research (n = 39). Among survey respondents, friends were the most common source of vapers’ first ENDS product (60%). Most survey respondents tried their first ENDS product while “hanging out with friends” (54%). Among follow-up research participants, the theme of socializing was also prominent. ENDS advertising and marketing through social media had a strong association with friend networks; in fact, the odds of friends as source of the first vaping experience were 2 times higher for those who had seen ENDS ads on social media compared with other types of media. The influence of friends is particularly evident among non-Hispanic Whites, Hispanics/Latinos, those living in urban areas, those living in high-income households, those with higher self-esteem, and those who experiment with vaping. These findings support the premise that peer influence is a primary social influencer and reinforcer for vaping. Being included in a popular activity appears to be a strong driving force.


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.


2021 ◽  
Vol 66 (1) ◽  
pp. 110-120
Author(s):  
N. Auyelbekova ◽  
◽  
N. Akhtaeva ◽  
D. Klepikov ◽  
◽  
...  

The aim of the research was to study self-esteem as a component of self-regulation, determine the factors affecting the vitality and life satisfaction of elderly people. The study involved 80 respondents aged 60 to 89 years, a 3-day training was held in the center of social services. The influence of life position on self-esteem, vitality and life satisfaction has been proven. The level of vitality affects self-esteem and life satisfaction. Vitality and satisfaction with life are influenced by touchiness, sociability and how much a person understands his feelings. Life satisfaction among elderly people depends on how they express their emotions, beliefs, gender (male> female), age (60<75), income, and work status.


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