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CHI
2007
ACM

Project massive: self-regulation and problematic use of online gaming

14 years 11 months ago
Project massive: self-regulation and problematic use of online gaming
A longitudinal design was employed to collect three waves of survey data over a 14 month period from 2790 online gamers. Respondents were asked questions about their gaming activity, motivations, personality, social and emotional environment, and the effect gaming has had on their lives. Prospective analysis was used to establish causal and temporal linkages among the repeatedly measured factors. While the data provide some indication that a player's reasons for playing do influence the development of problematic usage, these effects are overshadowed by the central importance of self-regulation in managing both the timing and amount of play. An individual's level of selfregulatory activity is shown to be very important in allowing them to avoid negative outcomes like problematic use. The role of depression is also discussed. With responsible use, online gaming appears to be a healthy recreational activity that provides millions of people with hours of social entertainment an...
A. Fleming Seay, Robert E. Kraut
Added 30 Nov 2009
Updated 30 Nov 2009
Type Conference
Year 2007
Where CHI
Authors A. Fleming Seay, Robert E. Kraut
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