scholarly journals An Investigation into the Questionable Practice of Using Excessive Massively Multiplayer Online Game Play as a Marker of Pathological Video Game Dependence among Adolescent and Young Adult Male Players

Psychology ◽  
2014 ◽  
Vol 05 (04) ◽  
pp. 289-299 ◽  
Author(s):  
Soonhwa Seok ◽  
Boaventura DaCosta
2018 ◽  
Vol 20 (11) ◽  
pp. 4056-4073 ◽  
Author(s):  
Jesse Fox ◽  
Michael Gilbert ◽  
Wai Yen Tang

Video game researchers have struggled to capture players’ personal experiences in natural gaming contexts. We used longitudinal diary methods to examine the everyday experiences of new and experienced players within a massively multiplayer online game, Team Fortress 2. Participants ( N = 38) completed diaries about gameplay and negative social interactions such as trash-talking and harassment. Themes included frustrating play and performance as motivator, as well as six themes regarding social interaction: skill disparagement, fairweather friends, toxic masculinity, vicious cycles, “kicking” players, and reporting differences. Some findings supported existing research; others challenge previous research using other methods. We discuss the advantages and disadvantages of using diary methods in video game research.


Author(s):  
Boaventura DaCosta ◽  
Soonhwa Seok

The first of two chapters, a study is presented that quantitatively examined the adolescent and young adult “casual” video game player. A total of 1,950 South Korean students self-reported their game play on mobile phones by answering a 92-item questionnaire designed to capture data on technology ownership; preference for game genre and titles; where and how often games were played; what factors influence game selection, what game features were the most desirable, the rationale behind playing games, and psychophysical changes experienced as a result of playing; as well as, spending habits with regard to game purchases. The findings supported many of the claims made about the casual player, revealing, for example, that mobile games are predominately played for short periods of time, in between activities, and as a means to combat boredom. Adding credence to the idea that mobile game play can be viewed as a casual activity. Results also revealed potentially positive benefits, to include improved mood and feelings of well-being along with better mental attention and focus.


2014 ◽  
Vol 7 (2) ◽  
Author(s):  
T. Franklin Waddell ◽  
James D. Ivory ◽  
Rommelyn Conde ◽  
Courtney Long ◽  
Rachel McDonnell

Based on previous research indicating that character portrayals in video games and other media can influence users’ perceptions of social reality, systematic content analyses have examined demographic trends in the way video game characters are portrayed. Although these studies have extensively documented character portrayals in traditional console and computer video games, there is a lack of content analyses examining character portrayals in the very popular massively multiplayer online game (MMO) genre. Such studies are needed because many characters in MMOs are customized avatars created by users, which may lead to different trends in character demographics. This content analysis examined representations of gender and race among 417 unique characters appearing 1,356 times in 20 hours of recorded content from four popular commercial MMOs, which was generated by five recruited users. Characters tended to be disproportionately male and white, with females and racial minorities appearing much less often. Implications for potential effects on users’ perceptions of social reality are discussed.


2018 ◽  
Vol 33 (5) ◽  
pp. 16-26
Author(s):  
Jacqueline N. Casillas ◽  
Roy L. Kao ◽  
Joshua Macadangdang ◽  
Emma Lidington ◽  
Melody S. Hsu ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document