Investigating markers of behavioural addiction in excessive massively multiplayer online role-playing gamers
Vol.6,No.3(2012)
MMORPG; addiction; attentional bias; impulsivity; high engagement
Olivia Metcalf
Kristen Pammer
American Psychiatric Association. (2000). Diagnostic and statistical manual of mental disorders(4th ed., text rev.). Washington, DC: Author.
Armstrong, L., Phillips, J. G., & Saling, L. L. (2000). Potential determinants of heavier internet usage. International Journal of Human-Computer Studies, 53, 537-550. https://doi.org/10.1006/ijhc.2000.0400
Balota, D. A., Yap, M. J., Cortese, M. J., Hutchison, K. A., Kessler, B., Loftis, B., Neely, J. H., Nelson, D. L., Simpson, G. B., & Treiman, R. (2007). The English Lexicon Project. Behavior Research Methods, 39, 445-459. Retrieved from http://elexicon.wustl.edu/. https://doi.org/10.3758/BF03193014
Bardo, M. T., Donohew, R. L., & Harrington, N. G. (1996). Psychobiology of novelty seeking and drug seeking behaviour. Behavioural Brain Research, 77, 23-43. https://doi.org/10.1016/0166-4328(95)00203-0
Barratt, E. S., & Patton, J. H. (1983). Impulsivity: Cognitive, behavioural and psychophysiological correlates. In M. Zuckerman (Ed.), Biological bases of sensation seeking, impulsivity, and anxiety (pp. 77-122). Hillsdale, NJ: Erlbaum.
Beard, K. W., & Wolf, E. M. (2001). Modification in the proposed diagnostic criteria for Internet addiction. CyberPsychology and Behavior, 4, 377-383. https://doi.org/10.1089/109493101300210286
Blaszczynski, A., & Nower, L. (2002). A pathways model of problem and pathological gambling. Addiction, 97, 487-499. https://doi.org/10.1046/j.1360-0443.2002.00015.x
Brevers, D., Cleeremans, A., Tibboel, H., Bechara, A., Kornreich, C., Verbanck, P., & Noël, X. (2011). Reduced attentional blink for gambling-related stimuli in problem gamblers. Journal of Behavior Therapy and Experimental Psychiatry, 42, 265-269. https://doi.org/10.1016/j/jbtep.2011.01.005
Cao, F., Su, L., Liu, T., & Gao, X. (2007). The relationship between impulsivity and Internet addiction in a sample of Chinese adolescents. European Psychiatry, 22, 466-471. https://doi.org/10.1016/j.eurpsy.2007.05.004
Carter, B. L., & Tiffany, S. T. (1999). Meta-analysis of cue-reactivity in addiction research. Addiction, 94, 327-340. https://doi.org/10.1046/j.1360-0443.1999.9433273.x
Castel, A. D., Pratt, J., & Drummond, E. (2005). The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search. Acta Psychologica, 119, 217-230. https://doi.org/10.1016/j.actpsy.2005.02.004
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. https://doi.org/10.1007/s11469-006-9028-6.
Charlton, J. P., & Danforth, I. D. W. (2007). Distinguishing addiction and high engagement in the context of online game playing. Computers in Human Behavior, 23, 1531-1548. https://doi.org/10.1016/j.chb.2005.07.002
Charlton, J. P., & Danforth, I. D. W. (2010). Validating the distinction between computer addiction and engagement: online game playing and personality. Behaviour & Information Technology, 29, 601-613. https://doi.org/10.1080/01449290903401978
Collins, E., Freeman, J., & Chamarro-Premuzic, T. (2012). Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use. Personality and Individual Differences, 52, 133-138. https://doi.org/10.1016/j.paid.2011.09.015
Decker, S. A., & Gay, J. N. (2011). Cognitive-bias toward gaming-related words and disinhibition in World of Warcraft gamers. Computers in Human Behavior, 27, 798-810. https://doi.org/10.1016/j.chb.2010.11.005
Elliott, L., Golub, A., Ream, G., & Dunlap, E. (2012). Video game genre as a predictor of problem use. CyberPsychology, Behavior and Social Networking, 15, 155-161. https://doi.org/10.1089/cyber.2011.0387
Field, M., & Cox, W. M. (2008). Attentional bias in addictive behaviors: A review of its development, causes and consequences. Drug and Alcohol Dependence, 97, 1-20. https://doi.org/10.1016/j.drugalcdep.2008.03.030
Fuentes, D., Tavares, H., Artes, R., & Gorenstein, C. (2006). Self-reported and neuropsychological measures of impulsivity in pathological gambling. Journal of the International Neuropsychological Society, 12, 907-912. https://doi.org/10.1017/S1355617706061091
Griffiths, M. D. (2010). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8, 119-125. https://doi.org/10.1007/s11469-009-9229-x
Grüsser, S. M., Thalemann, R., & Griffiths, M. D. (2007). Excessive computer game playing: Evidence for addiction and aggression? CyberPsychology & Behavior, 10, 290-292. https://doi.org/10.1089/cpb.2006.9956.
Halperin, J. M., Wolf, L., Greenblatt, E. R., & Young, G. (1991). Subtype analysis of commission errors on the continuous performance test in children. Developmental Neuropsychology, 7, 207-217. https://doi.org/10.1080/87565649109540488
Hussain, Z., & Griffiths, M. D. (2009). Excessive use of massively multi-player online role-playing games: A pilot study. International Journal of Mental Health and Addiction, 7, 563-571. https://doi.org/10.1007/s11469-009-9202-8
Inquisit 3.0.1.1 [Computer software]. (2008). Seattle, WA: Millisecond Software LLC.
Kim, E., Namkoong, K., Ku, T., & Kim, S. (2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European Psychiatry, 23, 212-218. https://doi.org/10.1016/j.eurpsy.2007.10.010
Kim, J. W., Han, D. H., Park, D. B., Min, K. J., Na, C., Won, S. K., & Park, G. N. (2010). The relationships between online game player biogenetic traits, playing time, and the genre of game being played. Psychiatry Investigation, 7, 17-23. https://doi.org/10.4306/pi.2010.7.17
Ko, C. H., Liu, G. C., Hsiao, S., Yen, J. Y., Yang, M. J., Lin, W. C., Yen C. F., & Chen, C. S. (2009). Brain activities associated with gaming urge of online gaming addiction. Journal of Psychiatric Research, 43, 739-747. https://doi.org/10.1016/j.jpsychires.2008.09.012
Liau, A. K., Neo, E. C., Gentile, D. A., Choo, H., Sim, T., Li, D., & Khoo, A. (2011). Impulsivity, self-regulation, and pathological video gaming among youth: Testing a mediation model. Asia-Pacific Journal of Public Health. Advance online publication. https://doi.org/10.1177/1010539511429369
Liu, N., Li, B., Sun, N., & Ma, Y. (2008). Effects of addiction-associated and affective stimuli on the attentional blink in a sample of abstinent opiate dependent patients. Journal of Psychopharmacology, 22, 64-70. https://doi.org/10.1177/0269881107077804
Metcalf, O., & Pammer, K. (2011). Attentional bias in excessive massively multiplayer online role-playing gamers using a modified Stroop task. Computers in Human Behavior, 27, 1942-1947. https://doi.org/10.1016/j.chb.2011.05.001
Myrserth, H., Pallesen, S., Molde, H., Johnsen, B. H., & Lorvik, I. M. (2009). Personality factors as predictors of pathological gambling. Personality and Individual Differences, 47, 933-937. https://doi.org/10.1016/j.paid.2009.07.018
Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the internet and online gaming. CyberPsychology & Behavior, 8, 110–113. https://doi.org/10.1089/cpb.2005.8.110
Nije Bijvank, M., Konijn, E. A., & Bushman, B. J. (2012). “We don’t need no education”: Video game preferences, video game motivations, and aggressiveness among adolescent boys of different educational ability levels. Journal of Adolescence, 35, 153-162. https://doi.org/10.1016/j.adolescence.2011.04.001
Patton, J. H., Stanford, M. S., & Barratt, E. S. (1995). Factor structure of the Barratt impulsiveness scale. Journal of Clinical Psychology, 51, 768-774. https://doi.org/10.1002/1097-4679(199511)51:6<768::AID-JCLP2270510607>3.0.CO;2-1
Ray Li, C. S., Chen, S. H., Lin, W. H., & Yang, Y. Y. (2005). Attentional blink in adolescents with varying levels of impulsivity. Journal of Psychiatric Research, 39, 197-205. https://doi.org/10.1016/j.jpsychires.2004.06.003
Raymond, J. E., Shapiro, K. L., & Arnell, K. M. (1992). Temporary suppression of visual processing in an RSVP task: An attentional blink? Journal of Experimental Psychology: Human Perception & Performance, 18, 849-860. Retrieved from http://www.dc.uba.ar/materias/incc/practicas/p1/raymond-1992.pdf
Ryan, F. (2002). Detected, selected, and sometimes neglected: cognitive processing of cues in addiction. Experimental and Clinical Psychopharmacology, 10, 67-76. https://doi.org/10.1037/1064-1297.10.2.67
Seay, A. F., & Kraut, R. E. (2007). Projective massive: Self-regulation and problematic use of online gaming. CHI Proceedings: San Jose, CA, USA. Retrieved from http://nguyendangbinh.org/Proceedings/CHI/2007/docs/p829.pdf
Stanford, M. S., Mathias, C. W., Dougherty, D. M., Lake, S. L., Anderson, N. E., & Patton, J. H. (2009). Fifty years of the Barratt Impulsiveness Scale: An update and review. Personality and Individual Differences, 47, 385-395. https://doi.org/10.1016/j.paid.2009.04.008
Stetina, B. U., Kothgassner, O. D., Lehenbauer, M., & Kryspin-Exner, I. (2011). Beyond the fascination of online-games: Probing addictive behaviour and depression in the world of online-gaming. Computers in Human Behavior, 27, 473-479. https://doi.org/10.1016/j.chb.2010.09.015
Thalemann, R., Wölfling, K., & Grüsser, S. M. (2007). Specific cue reactivity on computer game-related cues in excessive gamers. Behavioral Neuroscience, 121, 614-618. https://doi.org/10.1037/0735-7044.121.3.614
Tibboel, H., De Houwer, J., & Field, M. (2010). Reduced attentional blink for alcohol-related stimuli in heavy social drinkers. Journal of Psychopharmacology, 24, 1349-1356. https://doi.org/10.1177/0269881109106977
Tiffany, S. T. (1990). A cognitive model of drug urges and drug-use behaviour: Role of automatic and nonautomatic processes. Psychological Review, 97, 147-168. https://doi.org/10.1037/0033-295X.97.2.147
van Holst, R. J., Lemmens, J. S., Valkenburg, P. M., Peter, J., Veltman, D. J., & Goudriaan, A. E. (2011). Attentional bias and disinhibition toward gaming cues are related to problem gaming in male adolescents. Journal of Adolescent Health, 50, 541-546. https://doi.org/10.1016/j.jadohealth.2011.07.006
Ventura, M., Shute, V., & Kim, Y. J. (2012). Video gameplay, personality and academic performance. Computers & Education, 58, 1260-1266. https://doi.org/10.1016/j.compedu.2011.11.022
Verdejo-García, A., Lawrence, A. J., & Clark, L. (2008). Impulsivity as a vulnerability marker for substance-use disorders: Review of findings from high-risk research, problem gamblers and genetic association studies. Neuroscience & Biobehavioral Reviews, 32, 777-810. https://doi.org/10.1016/j.neubiorev.2007.11.003
Waters, A. J., Heishman S. J., Lerman, C., & Pickworth, W. (2007). Enhanced identification of smoking-related words during the attentional blink in smokers. Addictive Behaviors, 32, 3077-3082. https://doi.org/10.1016/j.addbeh.2007.05.016
Yee, N. (2006). The demographics, motivations and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators and Virtual Environments, 15, 309–329. https://doi.org/10.1162/pres.15.3.309
Zuckerman, M., & Kuhlman, M. D. (2000). Personality and risk-taking: Common biosocial factor. Journal of Personality, 68, 999-1029. https://doi.org/10.1111/1467-6494.00124
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Copyright © 2012 Cyberpsychology: Journal of Psychosocial Research on Cyberspace