John Rench Louis R. Villas
ONLINE VIDEO GAME ADDICTION:
IDENTIFICATION OF ADDICTED ADOLESCENT GAMERS
Studies have constantly verified the reality of a small subgroup of video gamers that is seemingly addicted to games. Although video game addiction is not a new observable fact, the introduction of an online component in the current generation of games has almost certainly increased the size and possibility of the problem. This online factor in gaming led to the instigation of handling programmers targeting gaming addiction. Consequently, there is increasing focus upon online games when studying video game addiction. Both Korean and western researchers report particularly that Massive Multiplayer Online Role Playing Games (MMORPGs) are the main culprits in cases of online video game addiction. These findings demonstrate the existence of a small subgroup of online gamers who can potentially be classified as ‘online video game addicts’. This group is likely to have a variety of psychological and social problems, as game overdo can be harshly disruptive to school, work and ‘real-life’ social contacts.
The present study contributes to the argue on video game addiction by applying a unusual approach. It seeks to supply experimental, data-driven verification for the assumed subgroup of addicted online video gamers. Results provide a source for data-based scale confirmation and cut-off scores. Identification of this group will be conducted throughout a combination of two indirect measures: game addiction severity and time spent on online gaming.
The present study has identified successfully two distinct groups of gamers: one group of addicted heavy online gamers and another group of heavy but non-addicted online gamers, thus confirming our main hypothesis. The addicted heavy online gamers differed only slightly from the non-addicted heavy gamers in terms of psychosocial health. However, some of these addicted gamers showed persistence over time. The...
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