Exploring user experiences as predictors of MMORPG addiction
By Shang Hwa Hsu, Ming-Hui Wen, Muh-Cherng Wu. Comput. Educ., 2009
320 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/925e3f2979f67ead09b3e6869f1fb6d69439f379
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- Mark D. Griffiths
- Daria J. Kuss
- Halley M. Pontes
- Ofir Turel
- Yufei Yuan
- Michael Scharkow
- Thorsten Quandt
- Zhengchuan Xu
In Sociology and Political Science
- Mark D. Griffiths
- Daria J. Kuss
- Halley M. Pontes
- Thorsten Quandt
- Ruth Festl
- Michael Scharkow
- Ofir Turel
- Yufei Yuan
Citations in the corpus
- Problematic computer game use among adolescents, younger and older adults. (2013, background): “Although studies suggest that there are some gamers who experience considerable problems that resemble dependency-like syndromes [3], there is no agreement on whether these really are cases of gaming addiction.”
- Internet Gaming Addiction: A Systematic Review of Empirical Research (2012, background): “In total, thirteen studies were identified (Beranuy et al. 2010; Caplan et al. 2009; Grüsser et al. 2005; Hsu et al. 2009; Hussain and Griffiths 2009b; King and Delfabbro 2009a, 2009b; King et al. 2011; Lu and Wang 2008; Ng and WiemerHastings 2005; Wan and Chiou 2006a, 2006b, 2007).”
- Online game addiction among adolescents: motivation and prevention factors (2012, background): “The competitive aspects of games cater to ones needs for achievement and mastering the game mechanics, which in turn, help the formation of higher levels of addiction (Hsu et al, 2009).”
- Assessment of internet gaming disorder in clinical research: Past and present perspectives (2014, background): “MMORPGs are immersive three-dimensional gaming environments that enable large numbers of users to interact with one another via the internet (47,48).”