Current Issue: Vol. 7-1 (03/09/2009)



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DRAVEN: HOSTILE ARSENAL`Crusade GUARDIANS PierceTheVeins Fenris Mastermind Vengeance LEGION ELITE Imperial SUPERIOR Descendants REVENGE AllStars CONQUEROR CONQUEST Renegades Celestial Beings Enrage ... [go]

Ashraf Ahmed : real-world context can be inserted into a virtual world, effectively turning the virtual world into a forum for real-world contexts. ... [go]

Roflmaodoodoodadoodoo: I didn't get it from the generator, but I saw it in Arathi Basin and thought it was the best ... [go]

Keesha: In awe of that aneswr! Really cool! ... [go]

Bobbo: This does look promising. I'll keep cmoing back for more. ... [go]



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Problematic Usage

The survey data presented here sheds light on these two questions: 1) What about MMORPGs and their players lead to problematic usage? and 2) Is there a dominant pathway to problematic usage? And I have another trick up my sleeve. I can answer these two questions without ever having to categorize players as problematic users or not. Here's what I did. I drew from existing measures of online problematic usage that centered on dependence, withdrawal and negative impact on real life obligations and relationships. The survey items used were:
Do you spend more time than you think you should playing the game?
How difficult would it be for you to limit your playing time?
How agitated do you get if the servers go down unexpectedly?
How often do your friends or family members complain about your game play behavior?
Has your work/school performance suffered because of your game play?
How much of your happiness in life currently is derived from playing the game?
Have your personal relationships suffered because of your game-play?
A factor analysis showed that all these items loaded onto a single factor implying that they are measuring the same underlying construct. A problematic usage score was calculated for every respondent based on a weighted sum of their responses to the items. I then ran a multiple regression with the motivation components, gender, age and hours played per week as the predictors. The multiple regression was significant at p < .001 with an adjusted R-square of .33 (a good model with strong predictors). The best predictor of problematic usage was the escapism subcomponent (Beta = .31, p < .001), followed by hours played per week (Beta = .27, p < .001) and then the advancement subcomponent (Beta = .18, p < .001).

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