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 proceedingpeer-review

    8 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 publicationProceedings of International Conference on Information Systems (ICIS 2014)
    Publication statusPublished - Dec 2014
    Event35th International Conference on Information Systems: Building a Better World Through Information Systems, ICIS 2014 - Auckland, New Zealand
    Duration: 14 Dec 201417 Dec 2014

    Conference

    Conference35th International Conference on Information Systems: Building a Better World Through Information Systems, ICIS 2014
    Country/TerritoryNew Zealand
    CityAuckland
    Period14/12/1417/12/14

    Scopus Subject Areas

    • Information Systems
    • Computer Science Applications

    User-Defined Keywords

    • Deficient self-regulation
    • Hedonic IS
    • Massively multiplayer online game
    • Mood modification
    • Problematic use of IS/IT
    • Technology addiction

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