Preview

Personality Traits and Life Satisfaction Among Online Game Players

Satisfactory Essays
Open Document
Open Document
2706 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Personality Traits and Life Satisfaction Among Online Game Players
CYBERPSYCHOLOGY & BEHAVIOR
Volume 11, Number 2, 2008
© Mary Ann Liebert, Inc.
DOI: 10.1089/cpb.2007.0023
Personality Traits and Life Satisfaction among
Online Game Players
LILY SHUI-LIEN CHEN, Ph.D.(C),1 HILL HUNG-JEN TU, Ph.D.,2 and EDWARD SHIH-TSE WANG, Ph.D.3
ABSTRACT
The DFC Intelligence predicts worldwide online game revenues will reach $9.8 billion by
2009, making online gaming a mainstream recreational activity. Understanding online game player personality traits is therefore important. This study researches the relationship between personality traits and life satisfaction in online game players. Taipei, Taiwan, is the study location, with questionnaire surveys conducted in cyber cafe shops. Multiple regression analysis studies the causal relationship between personality traits and life satisfaction in online game players. The result shows that neuroticism has significant negative influence on life satisfaction. Both openness and conscientiousness have significant positive influence on life satisfaction. Finally, implications for leisure practice and further research are discussed.
145
INTRODUCTION
ONLINE GAME GLOBAL OUTPUT VALUE in 2006 reached US$5.2 billion and will reach $9.8 billion
2009, according to the DFC Intelligence forecast.1 The
Taiwan online game population accounts for 40% of all Internet users, exceeding 3 million according to the
Institute for Information Industry statistics. Over
450,000 users connect to Internet online games in Taiwan during peak hours, according to online game dealer figures, making online gaming a mainstream recreational activity.2 Online game market growth closely relates to broadband network popularization.
Future broadband globalizations will certainty affect real life with worldwide online game playing.
Most studies focus on online game manufacturers and consumer addiction. There is little research on personality trait and life satisfaction among online gamers. To compensate the



References: 1. FIND. (2007). Focus on internet news & data. www.find.org.tw/0105/news/0105_news_disp.asp? news_id 3316 (accessed June 2, 2007). 2. ECT. (2007). Electronic Commerce Times. http://v2. ectimes.org.tw/readpaper.asp?id 4234 (accessed June 2, 2007). 3. Costa PT, Jr, McCrae RR. (1989). The NEO-PI/NEO-FFI manual supplement 4. Costa P T, Jr, McCrae RR. (1992). Revised NEO Personality Inventory (NEO-PI-R) and NEO Five-Factor Inventory

You May Also Find These Documents Helpful

  • Good Essays

    Video Games Dbq

    • 624 Words
    • 3 Pages

    According to John DiConsiglio between 70% and 90% of teens in the United States play video games and it is said that 5% to 10% of those kids are addicted to gaming, but what about the other 80%? Although people may argue that the internet or video games cause adolescents to have antisocial personalities that isn’t necessarily true for every person. The internet and videogames can have positive impacts on both the world and people’s lives. The internet and both online and video games aren’t detrimental to adolescents’ intellectual and social development because they can be used for educational tools and they allow teens to become more involved in the world around them.…

    • 624 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Reality Is Broken Summary

    • 14212 Words
    • 57 Pages

    From different professions, ages of people could be the gamers. They play different types of games from World of Warcraft, Guitar Hero, Rock Band to Halo3… and the gamers are from different countries. They may have jobs, goals, school works, families, commitments and real lives they care about,but they devote more and more of their spare time to game world. In contrast, the real world is feeling like missing something. Collectively, the planet is now spending more than 3 billion hours a week gaming.…

    • 14212 Words
    • 57 Pages
    Powerful Essays
  • Better Essays

    The art of business is taking a new shape in the contemporary world with the current advancements in modern technology. With the advancing use of computer technology, people have introduced new ways of selling and shopping online through the internet. Today, a variety of products and services can be acquired online and this explains for the vast benefits which can be realized in the heightening wave of technology. One common sector where online business has been realized is in the online shopping and gaming industry which has developed rapidly of late (Thompson, 2007). CanGo is one of the few companies known to have made a fortune in this sector. As a reputed seller of online books, games, CDS and DVDs, amongst other cutting-edge services and products, CanGo remains a real fun place on the Web. The company is reputable for offering the best online products and games as well as maintaining excellent service in terms of support and delivery of products.…

    • 1194 Words
    • 5 Pages
    Better Essays
  • Powerful Essays

    Feist & Feist (2006) described Adler’s concept of humanity as that people are self-determinant, and their unique personalities are shaped by how they interpret…

    • 2195 Words
    • 9 Pages
    Powerful Essays
  • Powerful Essays

    Com 201 Media Essay

    • 1288 Words
    • 6 Pages

    Video games seem to be an essential part around my friends’ circle. Unfortunately, I have never been one of them, but since my brother is a huge fan of video games, I can say I grew up around a video games’ world. As I remember, my brother played video games in every minute and second. I believe you must wonder why I could insist not to play. The truth is I was too afraid to be addicted to those games. I knew I was like my brother. I have seen all the consequences being addicted to video games bring. So I never played the same games several times and this is how I controlled myself. Hence it is much easier for me to observe how people interact with video games and it can also satisfy my curiosity about why people are so addictive. Therefore, I asked two of my girlfriends and my brother to help me to conduct this research. I ask them to play Halo 4, which is a new game they have never played.…

    • 1288 Words
    • 6 Pages
    Powerful Essays
  • Better Essays

    Massively Multiplayer Online Role-Playing Games are played all over the world. These role playing games allow hundreds of thousands of players to compete against each other via the internet in a virtual world. In these virtual worlds the players are also allowed to interact socially. The highly strategic game of chess is a popular board game that MMORPG technology resulted in players from all over the world to enjoy the competition of the game with players from different regions of the world, forgoing the face-to-face norms of the game. This paper will examine cognitive social phenomena related specifically to the context of the MMORPG that wouldn’t happen in a face-to-face chess bout. The face-to-face chess environment and the MMORPG chess environment will be compared and contrasted in this paper. This paper will also cover some user interface guidelines that should apply to MMORPG design.…

    • 1253 Words
    • 4 Pages
    Better Essays
  • Best Essays

    Padilla-Walker, L. M., Nelson, L. J., Carroll, J. S., & Jensen, A. C. (2010). More Than a Just a Game: Video Game and Internet Use During Emerging Adulthood. Journal Of Youth & Adolescence, 39(2), 103-113.…

    • 1536 Words
    • 7 Pages
    Best Essays
  • Better Essays

    Massively multiplayer online-role playing games, also known as MMORPGs, have gained popularity since they were first released to the public in 1999. Thousands, even millions, of people across the world play these games online every day; some individuals play them so much that some professionals have started to wonder whether or not the people playing these games have developed a new type of addiction. This topic has become very controversial; while some people agree wholeheartedly that it has become an addiction that interferes with players ' social lives, schooling, and jobs, others argue that the obsession with an MMORPG has positive psychological and social impacts.…

    • 1240 Words
    • 5 Pages
    Better Essays
  • Good Essays

    According to the research, online gaming revenue is estimated to grow annually by more than 8% from 2011-2016. It was of US $25,000,000 with expectations to reach US $43,000,000 by 2016.…

    • 745 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    Non Gamers Research Paper

    • 271 Words
    • 2 Pages

    Many people these days see or assume that gamers are anti-social, lazy, and even called no-life person. For some say that it is fat, or unhealthy people stereotypically. From this argument, I will give some prooves that gamers are better in some aspect and some prooves that gamers are smarter than non-gamers. Beside some prooves and argument, I will provide some of my opinion in gamers perspective too. All of this informations are supported by the researchers.…

    • 271 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    The culture of gamers all started from the first arcade ever made called “pong” which was released on “November 29,1972” (Popper,5).Popper states that this game was a very “popular game” in the 70’s and that the whole point was to get the “highest score”(Popper,5).Pong was created by “Nolan Bushnell” and also “atari”(Popper,5). Through the creation of this game gamers started to originate it from due to is addictive entertainment for several hours. ”Peter Burkoski” was one of the first known gamers a 18 year old teen who played pong who had a “heart attack after tapping the high score twice in less than 15 minutes”(Popper,5). And as time pases more games are made and the addictivity to games continue which makes gamers culture continue on for years. Therefore there has been a recent study of “1,178 kids and teens ages 8 to 18 revealed that 8.5% of them were addicted to games”(Roberts,2).…

    • 556 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    “Currently there are more than half a billion people worldwide playing online games at least an hour a day -- and 183 million in the US alone.” (McGonigal, 2011) There is an extensive anti-game lobby that believes video games promote violence, anti-social behaviour, and zoned-out teenagers. However, there is ample evidence to support my theory that video games have been unfairly maligned. In this paper I will examine research and anecdotal evidence to illustrate why video games are good for you.…

    • 2900 Words
    • 12 Pages
    Powerful Essays
  • Good Essays

    Currently the inflation rate is stable at three percent or less per year, and the consumer price index is steady with approximately 1.5-2 percent change per year. A stable economy without significant inflation will likely maintain the strong spending power of the consumer. The consumer’s dollar will be stretched further allowing them to purchase more goods. Low inflation rates will also persuade the Federal Reserve Board to keep rates low allowing free economic growth as rates increase.…

    • 7732 Words
    • 31 Pages
    Good Essays
  • Powerful Essays

    Jiang, Q., L. (2010). Games With a Continuum: A Case Study on the Development of Online Game Industry in China and Beyond. Internet Publishing and Broadcasting and Web Search Portals.…

    • 1504 Words
    • 7 Pages
    Powerful Essays
  • Good Essays

    Zoom of new technologies and changes in demographics of gamers have boost game players to look for new challenges and a stronger involvement in playing experience. This talk presents the investigation of the game developers and game player’s demographics such as ethnicity, gender, age, year and education level of gamers. The article also presents the analysis of playing frequency, game development frequency and relationship between the game developers, game player, game designers and the wider game community. Game developers, as being producers of creative products continue to bring their individual life experiences into the process of creation and their products reflect those life experiences, as well as our ideas and assumptions.…

    • 713 Words
    • 3 Pages
    Good Essays