Abstract
Online gaming has become one of the most popular forms of Internet applications and online entertainments today, and has reshaped the ways people communicate and interact. Massively multiplayer online games (MMOGs), being highly challenging, interactive, immersive and persistent, are however often presented as being potentially dangerous of leading gamers to play excessively. Despite a rising concern over this emerging global issue, the theoretical understanding of the excessive use of MMOGs is lacking in the IS literature. Therefore, the main objective of this study is to propose a research model to theoretically explain the development of excessive use of MMOGs. We tested our research model in longitudinal design using an online survey with 602 active MMOGs users. Our results suggested that mood regulation derived from using MMOGs predicts the excessive use. Motivations for playing MMOGs, achievement and immersion, are found important in determining mood regulation. This study provides a theoretical explanation of excessive use of MMOGs, and the results help researchers and practitioners understand the main drivers and mechanisms of the development of excessive use of MMOGs.
| Original language | English |
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| Title of host publication | DIGIT 2013 Proceedings |
| Number of pages | 1 |
| Publication status | Published - 15 Dec 2013 |
| Event | 18th Diffusion Interest Group In Information Technology Workshop, DIGIT 2013: Embracing Theoretical and Methodological Breakthroughs in IT Adoption and Diffusion Research - Milan, Italy Duration: 15 Dec 2013 → 15 Dec 2013 https://aisel.aisnet.org/digit2013/ (Link to conference proceedings) |
Publication series
| Name | Proceedings of Diffusion Interest Group In Information Technology Workshop, DIGIT |
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Workshop
| Workshop | 18th Diffusion Interest Group In Information Technology Workshop, DIGIT 2013 |
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| Country/Territory | Italy |
| City | Milan |
| Period | 15/12/13 → 15/12/13 |
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User-Defined Keywords
- Excessive use of MMOGs
- Massively multiplayer online games
- Problematic use of IS/IT
- Mood Regulation
- Technology addiction