Understanding the Development of Problematic Use of Massively Multiplayer Online Game

Zach W Y Lee, Christy M K Cheung, Tommy K H Chan

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

4 Citations (Scopus)

Abstract

Online gaming has become one of the most popular forms of online leisure activity today. Massively multiplayer online game (MMOG), being highly persistent and immersive, is however often presented as being potentially dangerous of leading to problematic use. Despite a rising concern over this emerging societal challenge, the theoretical understanding of problematic use of MMOG is lacking in the information systems literature. Therefore, the objective of this study is to propose and empirically test a theory-guided model that explains the development of problematic use of MMOG. We built our research model on the hedonic management model of addictions, and explained the role of mood modification and deficient self-regulation in the development of problematic use of MMOG. We will validate the research model using longitudinal survey design and structural equation modeling approach. We believe that the current work presents significant implications to both research and practice.
Original languageEnglish
Title of host publicationInternational Conference on Information Systems (ICIS 2014)
Subtitle of host publicationBuilding a Better World through Information Systems
PublisherNY Curran Associates, Inc.
Pages361-373
Number of pages13
Volume1
ISBN (Print)978-1-63439-694-3
Publication statusPublished - 2014

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