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 language | English |
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Title of host publication | Proceedings of International Conference on Information Systems (ICIS 2014) |
Publication status | Published - Dec 2014 |
Event | 35th International Conference on Information Systems: Building a Better World Through Information Systems, ICIS 2014 - Auckland, New Zealand Duration: 14 Dec 2014 → 17 Dec 2014 |
Conference
Conference | 35th International Conference on Information Systems: Building a Better World Through Information Systems, ICIS 2014 |
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Country/Territory | New Zealand |
City | Auckland |
Period | 14/12/14 → 17/12/14 |
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