Self-concept deficits in massively multiplayer online role-playing games addiction.

نویسندگان

  • Tagrid Leménager
  • Alexander Gwodz
  • Anne Richter
  • Iris Reinhard
  • Nina Kämmerer
  • Madlen Sell
  • Karl Mann
چکیده

BACKGROUND Previous studies on Internet addiction point towards a particular constellation of personality traits and deficits in social competence of players addicted to massively multiplayer online role-playing games (MMORPGs), which are hypothesized to result from impairments in self-concept. The aim of this study was to examine differences in self-concept and degree of avatar identification in World of Warcraft addicted, non-addicted and naive (nonexperienced) participants. METHODS Participants (n = 45) completed interviews and self-report questionnaires on social, emotional and physical aspects of self-concept. Attributes of participants' 'actual self', 'ideal self' and their avatar were assessed using the Giessen test. The extent of avatar identification was examined by assessing differences between 'ideal self' and avatar evaluations. RESULTS In contrast to nonaddicted and naive participants, addicted players showed a more negative body appraisal and lower self-esteem as well as lower permeability, social response, general mood and social potency on the Giessen test subscales. They further showed significantly lower discrepancies between 'ideal self' and avatar ratings on nearly all Giessen test subscales. DISCUSSION The results point towards impairments in self-concept and a higher degree in avatar identification in addicted MMORPG players compared to the remaining participants. These results could have important implications for the treatment of addicted MMORPG players.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Virtual Playgrounds? Assessing the Playfulness of Massively Multiplayer Online Role-Playing Games

Millions of children and adults devote much of their leisure time to playing massively multiplayer online role-playing games (MMORPGs). Most observers commonly categorize computer games as a play activity, but this article asks whether MMORPGs contain activities that might not be play. The author examines the phenomenon of online gaming and compares it with several common characteristics and cr...

متن کامل

Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games

Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have b...

متن کامل

An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games

Massively multiplayer online role-playing games (MMORPGs) are a popular form of entertainment used by millions of gamers worldwide. Potential problems relating to MMORPG play have emerged, particularly in relation to being addicted to playing in such virtual environments. In the present study, factors relating to online gaming addiction and motivations for playing in MMORPGs were examined to es...

متن کامل

Cognitive and psychological predictors of the negative outcomes associated with playing MMOGs (massively multiplayer online games)

This study integrates research on problematic Internet use to explore the cognitive and psychological predictors of negative consequences associated with playing massively multiplayer online games (MMOGs). Participants recruited from online discussion boards completed self-report measures on their online game-related cognitions and psychological condition, social skills, psychological well-bein...

متن کامل

Adapting Young’s Internet Addiction Test for Massively Multiplayer Online Role-Playing Game Users: A Factor Analysis

The Internet Addiction Test (IAT), despite its status as the most-used instrument for measuring addictions to Internet activities, has not adequately illuminated the experiences of and potential for addiction in players of massively multiplayer online role-playing games (MMORPGs). Using a factor analysis, this article makes suggestions for improving the IAT’s applicability to online gamers. Pla...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:
  • European addiction research

دوره 19 5  شماره 

صفحات  -

تاریخ انتشار 2013