Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth
By Joël Billieux, Martial van der Linden, Sophia Achab, Yasser Khazaal, Laura Paraskevopoulos, Daniele Zullino, Gabriel Thorens. Computers in Human Behavior, 2013
377 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/31e9d9458471b4a0cfc6cf1de219b10af0f37239
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In Literature and Literary Theory
In Sociology and Political Science
- Mark D. Griffiths
- Daria J. Kuss
- Zsolt Demetrovics
- Joël Billieux
- Cecilie Schou Andreassen
- Orsolya Király
- Ståle Pallesen
- Vladan Starcevic
Citations in the corpus
- Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model. (2016, positive): “…to choose specific forms of Internet use, such s sites for Internet pornography and cybersex (Paul and Shim, 008; Reid et al., 2011), gaming (Billieux et al., 2013; Demetrovics t al., 2011; King and Delfabbro, 2014; Kuss et al., 2012; Ryan t al., 2006; Yee, 2006), or shopping (Kukar-Kinney…”
- Serious Games and Gamification for Mental Health: Current Status and Promising Directions (2017, background): “A further motivation of escape (where a user plays to escape real-life problems) has also been reported (29).”
- The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study. (2016, background): “…of social networking behavior, whereas online gaming is likely driven by different motives, such as personal achievement, immersion, and escapism (Billieux et al., 2013, 2015; Király et al., 2015; Kuss, Louws, & Wiers, 2012)—although it should be noted that many people now play games via social…”
- Are we overpathologizing everyday life? A tenable blueprint for behavioral addiction research (2015, background): “Accordingly, identifying the various individual motives that drive online gaming is a requirement for the understanding of a dysfunctional usage and the elaboration of tailored psychological interventions (Billieux et al., 2013; Demetrovics et al., 2011; Schimmenti & Caretti, 2010).”
- The Role of Avoidance Coping and Escape Motives in Problematic Online Gaming: A Systematic Literature Review (2020, background): “…for Assessment of Internet and Computer Game Addiction (n = 3; Rosenkranz et al. 2017; Dreier et al. 2017; von der Heiden et al., 2019), Internet Addiction Test (n = 3; Billieux et al. 2013, 2015; Kwon et al. 2011), and Addiction Engagement Questionnaire (n = 2; Loton et al. 2016; Xu et al. 2012).”
- Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study (2017, background): “As highlighted earlier in the paper, escapism has been shown to be a predictor of problematic use in Massive Multiplayer Online Role Playing Games (MMORPGs) (Yee 2006; Nagygy€orgy et al. 2012; Xu et al. 2012; Billieux et al. 2013; KardefeltWinther 2014b).”
- Does the construct of Internet addiction reflect a single entity or a spectrum of disorders (2017, background): “…predictors of excessive participation in massively multiplayer online role-playing games (MMORPGs) (Billieux et al. 2011, 2013, Kuss et al. 2012), escapism-related motives predicted the dysfunctional involvement in both cybersex activities and MMORPGs (Billieux et al. 2013, Wéry and Billieux 2016).”
- Setting the scientific stage for esports psychology: a systematic review (2020, background): “…exploring CS:GO and WoW participation, studies showed gender and game performance interactions as a predictor of enjoyment, with women deriving enjoyment from discovering the games, while men were more interested in the competition aspect of the games (Billieux et al., 2013; Hopp & Fisher, 2017).”