Skip to main content
Top
Published in: International Journal of Mental Health and Addiction 4/2009

01-10-2009

Excessive use of Massively Multi-Player Online Role-Playing Games: A Pilot Study

Authors: Zaheer Hussain, Mark D. Griffiths

Published in: International Journal of Mental Health and Addiction | Issue 4/2009

Login to get access

Abstract

Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. This pilot study set out to examine the psychological and social effects of online gaming using an online questionnaire with particular reference to excessive and ‘dependent’ online gaming. A self-selecting sample of 119 online gamers ranging from 18 to 69 years (mean = 28.5 years) completed the questionnaire. The results showed that 41% of gamers played online to escape and 7% of gamers were classified as ‘dependent’ individuals who were at risk of developing a psychological and behavioural dependence for online gaming using an adapted ‘addiction’ scale. Further analysis showed that excessive online gaming was significantly correlated with psychological and behavioural ‘dependence’. It was also found that ‘dependent’ gamers appear to possess some core components of addiction to MMORPGs (e.g., mood modification, tolerance and relapse).
Literature
go back to reference Chan, E., & Vorderer, P. (2006). Massively Multiplayer Online Games. In P. Vorderer, & J. Bryant (Eds.), Playing Video Games: Motives, Responses, and Consequences. Mahwah: Erlbaum. Chan, E., & Vorderer, P. (2006). Massively Multiplayer Online Games. In P. Vorderer, & J. Bryant (Eds.), Playing Video Games: Motives, Responses, and Consequences. Mahwah: Erlbaum.
go back to reference Chappell, D., Eatough, V., Davies, M. N. O., & Griffiths, M. D. (2006). Everquest—It’s just a computer game right? an interpretative phenomenological analysis of online gaming addiction. International Journal of Mental Health and Addiction, 4, 205–216. doi:10.1007/s11469-006-9028-6.CrossRef Chappell, D., Eatough, V., Davies, M. N. O., & Griffiths, M. D. (2006). Everquest—It’s just a computer game right? an interpretative phenomenological analysis of online gaming addiction. International Journal of Mental Health and Addiction, 4, 205–216. doi:10.​1007/​s11469-006-9028-6.CrossRef
go back to reference Suler, J. R. (1999). To get what you need: Healthy and pathological Internet use. CyberPsychology and Behavior, 2, 355–393.CrossRef Suler, J. R. (1999). To get what you need: Healthy and pathological Internet use. CyberPsychology and Behavior, 2, 355–393.CrossRef
go back to reference Wood, R. T. A., & Griffiths, M. D. (2007). A qualitative investigation of problem gambling as an escape-based coping strategy. Psychology and Psychotherapy: Theory, Research and Practice, 80, 107–125.CrossRef Wood, R. T. A., & Griffiths, M. D. (2007). A qualitative investigation of problem gambling as an escape-based coping strategy. Psychology and Psychotherapy: Theory, Research and Practice, 80, 107–125.CrossRef
go back to reference Wood, R. T. A., Griffiths, M. D., & Eatough, V. (2004). Online data collection from videogame players: Methodological issues. CyberPsychology and Behavior, 7, 511–518.PubMed Wood, R. T. A., Griffiths, M. D., & Eatough, V. (2004). Online data collection from videogame players: Methodological issues. CyberPsychology and Behavior, 7, 511–518.PubMed
Metadata
Title
Excessive use of Massively Multi-Player Online Role-Playing Games: A Pilot Study
Authors
Zaheer Hussain
Mark D. Griffiths
Publication date
01-10-2009
Publisher
Springer-Verlag
Published in
International Journal of Mental Health and Addiction / Issue 4/2009
Print ISSN: 1557-1874
Electronic ISSN: 1557-1882
DOI
https://doi.org/10.1007/s11469-009-9202-8

Other articles of this Issue 4/2009

International Journal of Mental Health and Addiction 4/2009 Go to the issue