Explaining the development of the excessive use of massively multiplayer online games: A positive-negative reinforcement perspective

Zach W.Y. Lee, Christy M K CHEUNG, Tommy K.H. Chan

    Research output: Chapter in book/report/conference proceedingConference proceedingpeer-review

    13 Citations (Scopus)

    Abstract

    Despite a rising concern over this emerging global issue, theoretical understanding of the excessive use of massively multiplayer online games (MMOGs) is lacking in the mainstream IS literature. In this study, we proposed a research model to theoretically explain the development of the excessive use of MMOGs with the positive-negative reinforcement perspective. We tested our research model with 513 active users of MMOGs. Our results suggested that both positive reinforcement (i.e., perceived enjoyment and the associated positive affect) and negative reinforcement (i.e., withdrawal and the associated negative affect) have strong influence over the development of the excessive use of MMOGs. This study provided a theoretical explanation of the excessive use of MMOGs and implications to researchers and practitioners.

    Original languageEnglish
    Title of host publicationProceedings of the 47th Annual Hawaii International Conference on System Sciences, HICSS 2014
    PublisherIEEE Computer Society
    Pages668-677
    Number of pages10
    ISBN (Print)9781479925049
    DOIs
    Publication statusPublished - 2014
    Event2014 47th Hawaii International Conference on System Sciences (HICSS-47) - Waikoloa, HI, United States
    Duration: 6 Jan 20149 Jan 2014

    Publication series

    NameProceedings of the Annual Hawaii International Conference on System Sciences
    ISSN (Print)1530-1605

    Conference

    Conference2014 47th Hawaii International Conference on System Sciences (HICSS-47)
    Country/TerritoryUnited States
    CityWaikoloa, HI
    Period6/01/149/01/14

    Scopus Subject Areas

    • Engineering(all)

    User-Defined Keywords

    • Addiction
    • Affect
    • Excessive use
    • Massively multiplayer online games
    • Perceived enjoyment
    • Positive-negative reinforcement
    • Withdrawal

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