Problematic Usage Among Highly-Engaged Players of Massively Multiplayer Online Role Playing Games
By C. Peters, Jr. Ph.D L. ALVIN MALESKY. Cyberpsychology, Behavior, and Social Networking, 2008
319 citations recorded by the source corpus.
Subfields: Communication, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/66820a87edef6bccabe636a5d6cf27431bebcd3f
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Communication
- Patti M. Valkenburg
- Jochen Peter
- Mark D. Griffiths
- Zsolt Demetrovics
- Jin-Liang Wang
- Daria J. Kuss
- Halley M. Pontes
- Abdullah J. Sultan
In Sociology and Political Science
- Mark D. Griffiths
- Daria J. Kuss
- Joël Billieux
- Zsolt Demetrovics
- Halley M. Pontes
- Patti M. Valkenburg
- Jochen Peter
- Orsolya Király
Citations in the corpus
- 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 (2013, result): “This gender ratio is comparable with other online gaming studies (e.g. Achab et al., 2011; Peters & Malesky, 2008).”
- Clinical and Personality Correlates of MMO Gaming (2013, background): “…indicated that high-PIU participants were less conscientious, more introverted and more neurotic (Chen, Tu, & Wang, 2008; Mehroof & Griffiths, 2010; Peters & Malesky, 2008), the emerging picture is therefore one of a socially anxious, fantasyprone individual who desires social interaction yet…”
- Psychosocial causes and consequences of pathological gaming (2011, background): “In that regard, online multiplayer games seem particularly suited as a substitute for real-life social interaction because they enable large-scale social interaction within the anonymity of the internet (Morahan-Martin & Schumacher, 2000; Peters & Malesky, 2009).”
- Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use (2012, background): “…online game use has been associated with higher neuroticism and lower agreeableness, conscientiousness and extraversion (Huh & Bowman, 2008; Peters & Malesky, 2008), highlighting a potentially very real personality difference within gamers according to the level and nature of their game…”
- Make new friends or keep the old: Gender and personality differences in social networking use (2012, background): “…Guadagno, Okdie, & Eno, 2008), high in openness (Guadagno et al., 2008), low in extraversion (Amichai-Hamburger & Ben-Artzi, 2003; Bargh et al., 2002), and low in agreeableness (Landers & Lounsbury, 2006; Peters & Malesky, 2008) may be particularly likely to use the Internet for various activities.”
- Problematic Use of the Mobile Phone: A Literature Review and a Pathways Model (2012, background): “Actually, these psychological factors can be viewed as shared risk factors, as they have consistently been related to the various behaviors composing the spectrum of cyber addictions [50] [56] [57] and more largely to other behavioral or substance addictions [27] [58] [59] .”
- Consequences of Play: A Systematic Review of the Effects of Online Gaming (2012, background): “Ko et al. 2009; Kim et al. 2008; Peters and Malesky 2008 ), future research should be directed toward studying those who engage in problematic game play and exhibit the characteristics of addiction, rather than the casual gamer.”
- Internet Gaming Addiction: A Systematic Review of Empirical Research (2012, background): “2010), and diminished agreeableness (Peters and Malesky 2008).”
- Video Game Addiction: Past, Present and Future (2012, background): “In relation to personality traits, gaming addiction has been shown to have association with neuroticism [61,96], aggression and hostility [69,96-98], avoidant and schizoid interpersonal tendencies [67], loneliness and introversion [97], social inhibition [99], boredom inclination [69], sensation-see”
- The role of stress and motivation in problematic smartphone use among college students (2015, background): “However, considering that debate exists in terms of behavioral addictions (Peters & Malesky, 2008), and that problematic use implies that a person uses their phone in such a way that it leads to problematic outcomes but without making a clinical judgment as to whether this person has the mental…”
- An Overview of Problematic Gaming (2015, background): “addiction, studies specifically examining online problematic gaming have shown it to be associated with neuroticism (Peters and Malesky, 2008; Mehroof and Griffiths, 2010), aggression and hostility (Chiu et al.”
- Addiction to mobile text messaging applications is nothing to “lol” about (2014, background): “Throughout the past two decades, there has been a rapid increase in research focusing on technological addiction (Griffiths, 1996, 2000, 2010, 2012; Peters & Malesky, 2008; Phillips, 2006; Young, 2004).”