In Search of Factors to Online Game Addiction and its Implications

Research has explored online users who are hooked on Internet applications such as chat rooms, web surfing, and interactive games. Online game addiction is one of the problems arisen from the use of the Internet. This study is motivated by a causal connection found from previous research of computer game addiction. The study describes two typical types of online games and looks further into the causes of the addiction by using two main theories. We also propose research hypotheses and discuss possible implications of online game addiction.

[1]  Kevin Bracker An Investigation of Internet Auction Markets: Evidence from eBay , 2004 .

[2]  Thom Gillespie Digital storytelling and computer game design , 1997, CHI Extended Abstracts.

[3]  Ping Zhang,et al.  A person-artefact-task (PAT) model of flow antecedents in computer-mediated environments , 2003, Int. J. Hum. Comput. Stud..

[4]  Nancy K. Keith,et al.  Differing Cultural Perceptions Regarding the Appropriate Use of Workplace Computer Technologies , 2006 .

[5]  Giovanni B. Moneta,et al.  The Flow Experience Across Cultures , 2004 .

[6]  Sunanda Sangwan,et al.  Virtual Community Success: A Uses and Gratifications Perspective , 2005, Proceedings of the 38th Annual Hawaii International Conference on System Sciences.

[7]  Scott E. Sampson,et al.  An Empirical Model of Price and Quality Effects of e-Commerce , 2003 .

[8]  Yangil Park,et al.  The Differences of Addiction Causes between Massive Multiplayer Online Game and Multi User Domain , 2005 .

[9]  Ching-Chung Kuo,et al.  Online Reverse Auctions: An Overview , 2004 .

[10]  Leif R. Hedman,et al.  Engaging in Activities Involving Information Technology: Dimensions, Modes, and Flow , 2004, Hum. Factors.

[11]  Paul Mithra 10 ways to destroy a perfectly good game idea , 1998, CHI Conference Summary.

[12]  M. Csíkszentmihályi The Evolving Self: A Psychology for the Third Millennium , 1993 .

[13]  John L. Sherry Flow and Media Enjoyment , 2004 .

[14]  Christopher D. Jones,et al.  Validation of the Flow Theory in an On-Site Whitewater Kayaking Setting , 2000 .

[15]  M. Davies,et al.  Online computer gaming: a comparison of adolescent and adult gamers. , 2004, Journal of adolescence.

[16]  John December,et al.  Units of Analysis for Internet Communication , 1996, J. Comput. Mediat. Commun..

[17]  Merrill Morris The Internet as Mass Medium , 1996, J. Comput. Mediat. Commun..

[18]  Robert LaRose,et al.  Internet Gratifications and Internet Addiction: On the Uses and Abuses of New Media , 2004, Cyberpsychology Behav. Soc. Netw..

[19]  Barbora Simkova,et al.  Internet Addiction Disorder and Chatting in the Czech Republic , 2004, Cyberpsychology Behav. Soc. Netw..

[20]  M. Csíkszentmihályi,et al.  Beyond Boredom and Anxiety: The Experience of Play in Work and Games. , 1977 .

[21]  S. Wilson,et al.  The Anthropology of Online Communities , 2002 .

[22]  Chang-Hoan Cho,et al.  INTERNET USES AND GRATIFICATIONS: A Structural Equation Model of Interactive Advertising , 2005 .

[23]  Pavel Curtis,et al.  MUDs grow up: social virtual reality in the real world , 1994, Proceedings of COMPCON '94.

[24]  John Scott Lewinski,et al.  Developer's guide to computer game design , 1999 .

[25]  Jeff A. Johnson Simplifying the controls of an interactive movie game , 1998, CHI.