[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ Skip to main content
Log in

The impact of social factors on excessive online game usage, moderated by online self-identity

  • Published:
Cluster Computing Aims and scope Submit manuscript

Abstract

Social interaction is the most important factor that distinguishes online games from traditional computer games. In recent years, online games have become a part of everyday life because such games provide opportunities for users to play with or against others and consequently make friends or strengthen existing relationships. In addition, concern for the role of self-identity has grown in academic research. This is relevant because online gamers behave differently in accordance with their self-identity levels. However, previous studies have limitations because they have not explored the role of social interaction and the way in which this affects excessive online game usage. Further, few studies have concentrated on the role of online self-identity in the context of social interaction and excessive online game usage. Thus, research should explore systemically the social interaction factors and consider the impact of these factors on excessive online game usage. This study categorizes social interaction factors into escaping from loneliness, expanding online bridging social capital, and strengthening offline bonding social capital. It also tries to understand how these social interaction factors affect excessive online game usage. In addition, this study investigates whether differences in online self-identity play a role in moderating the relationship between social interaction factors and excessive online game usage. 179 surveys from undergraduate students of three universities located in the central region of Korea were employed for statistical analysis. The research result shows that there is statistically significant causal effect between social interaction factors and excessive online game usage and that the moderating effect of online self-identity is partially accepted.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Subscribe and save

Springer+ Basic
£29.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Price includes VAT (United Kingdom)

Instant access to the full article PDF.

Fig. 1
Fig. 2

Similar content being viewed by others

References

  1. Ministry of Culture, 2014 White Paper on Korean Games, Seoul (2014)

  2. Kim, Y.-Y., Kim, M.-H., Oh, S.: Emerging factors affecting the continuance of online gaming: the roles of bridging and bonding social factors. Clust. Comput. 17(3), 849–859 (2014)

    Article  Google Scholar 

  3. Abdelkhalek, A., Bilas, A., Moshovos, A.: Behavior and performance of interactive multi-player game servers. Clust. Comput. 6(4), 355–366 (2003). doi:10.1023/a:1025718026938

    Article  Google Scholar 

  4. Lee, S., Baik, Y., Nam, K., Ahn, J., Lee, Y., Oh, S., Kim, K.: Developing a cognitive evaluation method for serious game engineers. Clust. Comput. 17(3), 757–766 (2014). doi:10.1007/s10586-013-0289-0

    Article  Google Scholar 

  5. Ramakrishna, V., Robinson, M., Eustice, K., Reiher, P.: An active self-optimizing multiplayer gaming architecture. Clust. Comput. 9(2), 201–215 (2006). doi:10.1007/s10586-006-7564-2

    Article  Google Scholar 

  6. Charlton, J.P., Danforth, I.D.W.: Distinguishing addiction and high engagement in the context of online game playing. Comput. Hum. Behav. 23(3), 1531–1548 (2007). doi:10.1016/j.chb.2005.07.002

    Article  Google Scholar 

  7. Choi, D., Kim, J.: Why people continue to play online games. In search of critical design factors to increase customer loyalty to online contents. Cyberpsychol. Behav. 7(1), 11–24 (2004). doi:10.1089/109493104322820066

    Article  Google Scholar 

  8. Yee, N.: Motivations for play in online games. Cyberpsychol. Behav. 9(6), 772–775 (2006)

    Article  Google Scholar 

  9. Blinka, L., Mikuška, J.: The role of social motivation and sociability of gamers in online game addiction. Cyberpsychology 8(2), 110–113 (2014)

    Google Scholar 

  10. Ducheneaut, N., Moore, R., J.: The social side of gaming: a study of interaction patterns in a massively multiplayer online game. In: Paper presented at the Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work, Chicago, Illinois, USA

  11. Cole, H., Griffiths, M.D.: Social interactions in massively multiplayer online role-playing gamers. Cyberpsychol. Behav. 10(4), 575–583 (2007). doi:10.1089/cpb.2007.9988

    Article  Google Scholar 

  12. Korea Creative Content Agency, 2012 Game Users’ Survey, Seoul (2012) (in Korean)

  13. Hwang, H., Park, S.: The impact of user’s psychological experience on online game addiction: perceived reality and sense of presence. J. Commun. Sci. 11(1), 471–505 (2011). (in Korean)

    Google Scholar 

  14. Yee, N.: The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence 15(3), 309–329 (2006). doi:10.1162/pres.15.3.309

    Article  Google Scholar 

  15. Mehroof, M., Griffiths, M.D.: Online gaming addiction: the role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychol. Behav. Social Netw. 13(3), 313–316 (2010). doi:10.1089/cyber.2009.0229

    Article  Google Scholar 

  16. Kim, M.G., Kim, J.: Cross-validation of reliability, convergent and discriminant validity for the problematic online game use scale. Comput. Human Behav. 26(3), 389–398 (2010). doi:10.1016/j.chb.2009.11.010

    Article  Google Scholar 

  17. Kuss, D., Griffiths, M.: Internet gaming addiction: a systematic review of empirical research. Int. J. Mental Health Addict. 10(2), 278–296 (2012). doi:10.1007/s11469-011-9318-5

    Article  Google Scholar 

  18. Festl, R., Scharkow, M., Quandt, T.: Problematic computer game use among adolescents. Younger and older adults. Addiction 108(3), 592–599 (2013). doi:10.1111/add.12016

    Article  Google Scholar 

  19. Williams, D.: On and off the ’net: scales for social capital in an online era. J. Comput. Mediat. Commun. 11(2), 593–628 (2006). doi:10.1111/j.1083-6101.2006.00029.x

    Article  Google Scholar 

  20. Choi, D., Park, S., Kim, J.: A structured analysis model of customer loyalty in online games. Asia Pac. J. Inf. Syst. 11(3), 1–21 (2001). (in Korean)

    Google Scholar 

  21. Kim, Y.-Y.: The role of social interaction influencing on flow and immersion in the context of online games: the moderating effect of offline dependence. Inf. Syst. Rev. 12(3), 117–139 (2010). (in Korean)

    Google Scholar 

  22. Trepte, S., Reinecke, L., Juechems, K.: The social side of gaming: how playing online computer games creates online and offline social support. Comput. Hum. Behav. 28(3), 832–839 (2012). doi:10.1016/j.chb.2011.12.003

    Article  Google Scholar 

  23. Han, H., Kim, J.: Influence of self-identities in real space and virtual space on game addiction and maladaptation: focused on the users of online role playing game. Korean J. Commun. Inf. 37(1), 342–466 (2007). (in Korean)

    MathSciNet  Google Scholar 

  24. Bergstrom, K., Fisher, S., Jenson, J.: Disavowing ’that guy’: identity construction and massively multiplayer online game players. Convergence (2014). doi:10.1177/1354856514560314

  25. Shaw, A.: Do you identify as a gamer? Gender, race, sexuality, and gamer identity. New Media Soc. 14(1), 28–44 (2012). doi:10.1177/1461444811410394

    Article  Google Scholar 

  26. De Grove, F., Courtois, C., Van Looy, J.: How to be a gamer! Exploring personal and social indicators of gamer identity. J. Comput. Mediat. Commun. 20(3), 346–361 (2015). doi:10.1111/jcc4.12114

    Article  Google Scholar 

  27. Han, S.: The relationship between an addiction in cyberspace and ego-identity of adolescents. Daegu Hanny Univ. Collect. Diss. 18, 25–50 (2000). (in Korean)

    Google Scholar 

  28. Russell, D., Peplau, L.A., Cutrona, C.E.: The revised UCLA loneliness scale: concurrent and discriminant validity evidence. J. Personal. Soc. Psychol. 39(3), 472–480 (1980)

    Article  Google Scholar 

  29. DiTommaso, E., Spinner, B.: Social and emotional loneliness: a re-examination of weiss’ typology of loneliness. Personal. Individ. Differ. 22(3), 417–427 (1997). doi:10.1016/S0191-8869(96)00204-8

    Article  Google Scholar 

  30. Peplau, L.A., Perlman, D.: Perspectives on Loneliness. In: Peplau, L.A., Perlman, D. (eds.) Loneliness: A Sourcebook of Current Theory, Research and Therapy, pp. 1–18. Wiley, New York (1982)

    Google Scholar 

  31. Fokkema, T., Knipscheer, K.: Escape loneliness by going digital: a quantitative and qualitative evaluation of a Dutch experiment in using ECT to overcome loneliness among older adults. Aging Mental Health 11(5), 496–504 (2007). doi:10.1080/13607860701366129

    Article  Google Scholar 

  32. Weiss, R.S.: Loneliness: The Experience of Emotional and Social Isolation. The MIT Press, Cambridge (1973)

    Google Scholar 

  33. Schmidt, N., Sermat, V.: Measuring loneliness in different relationships. J. Personal. Soc. Psychol. 44(5), 1038–1047 (1983). doi:10.1037/0022-3514.44.5.1038

    Article  Google Scholar 

  34. Spitzberg, B.H., Canary, D.J.: Loneliness and relationally competent communication. J. Soc. Personal. Relat. 2(4), 387–402 (1985). doi:10.1177/0265407585024001

    Article  Google Scholar 

  35. McKenna, K.Y.A., Green, A.S., Gleason, M.E.J.: Relationship formation on the internet: what’s the big attraction? J. Soc. Issues 58(1), 9–31 (2002). doi:10.1111/1540-4560.00246

    Article  Google Scholar 

  36. Morahan-Martin, J., Schumacher, P.: Loneliness and social uses of the internet. Comput. Hum. Behav. 19(6), 659–671 (2003). doi:10.1016/S0747-5632(03)00040-2

    Article  Google Scholar 

  37. Kim, J., LaRose, R., Peng, W.: Loneliness as the cause and the effect of problematic internet use: the relationship between internet use and psychological well-being. Cyberpsychol. Behav. 12(4), 451–455 (2009)

    Article  Google Scholar 

  38. Haagsma, M.C., Pieterse, M.E., Peters, O., King, D.L.: How gaming may become a problem: a qualitative analysis of the role of gaming related experiences and cognitions in the development of problematic game behavior. Int. J. Ment. Health Addict. 11(4), 441–452 (2013). doi:10.1007/s11469-013-9427-4

    Article  Google Scholar 

  39. Karlsen, F.: Entrapment and near miss: a comparative analysis of psycho-structural elements in gambling games and massively multiplayer online role-playing games. Int. J. Ment. Health Addict. 9(2), 193–207 (2011). doi:10.1007/s11469-010-9275-4

    Article  Google Scholar 

  40. Lo, S.-K., Wang, C.-C., Fang, W.: Physical interpersonal relationships and social anxiety among online game players. Cyberpsychol. Behav. 8(1), 15–20 (2005). doi:10.1089/cpb.2005.8.15

    Article  Google Scholar 

  41. Moody, E.J.: Internet use and its relationship to loneliness. Cyberpsychol. Behav. 4(3), 393–401 (2001)

    Article  MathSciNet  Google Scholar 

  42. Caplan, S., Williams, D., Yee, N.: Problematic internet use and psychosocial well-being among MMO players. Comput. Hum. Behav. 25(6), 1312–1319 (2009). doi:10.1016/j.chb.2009.06.006

    Article  Google Scholar 

  43. King, D., Delfabbro, P., Griffiths, M.: The role of structural characteristics in problematic video game play: an empirical study. Int. J. Ment. Health Addict. 9(3), 320–333 (2011). doi:10.1007/s11469-010-9289-y

    Article  Google Scholar 

  44. Hussain, Z., Griffiths, M.D.: Excessive use of massively multi-player online role-playing games: a pilot study. Int. J. Ment. Health Addic. 7(4), 563–571 (2009). doi:10.1007/s11469-009-9202-8

    Article  Google Scholar 

  45. Chou, C., Tsai, M.-J.: Gender differences in Taiwan high school students’ computer game playing. Comput. Hum. Behav. 23(1), 812–824 (2007). doi:10.1016/j.chb.2004.11.011

    Article  Google Scholar 

  46. Castiglione, D., Van Deth, J.W., Guglielmo, W.: The Handbook of Social Capital. Oxford University Press, Oxford (2008)

    Google Scholar 

  47. Putnam, R.D.: Bowling alone: America’s declining social capital. J. Democr. 6(1), 65–78 (1995)

    Article  Google Scholar 

  48. Putnam, R.D.: Bowling Alone: The Collapse and Revival of American Community. Simon & Schuster, New York (2001)

    Google Scholar 

  49. Granovetter, M.S.: The strength of weak ties. Am. J. Sociol. 78(6), 1360–1380 (1973). doi:10.1086/225469

    Article  Google Scholar 

  50. Granovetter, M.S.: Getting a Job: A Study of Contacts and Careers. University of Chicago Press, Chicago (1974)

    Google Scholar 

  51. Granovetter, M.S.: The strength of weak ties: a network theory revisited. Sociol. Theory 1, 201–233 (1983). doi:10.1086/225469

    Article  Google Scholar 

  52. Williams, D.: The impact of time online: social capital and cyberbalkanization. Cyberpsychol. Behav. 10(3), 398–406 (2007). doi:10.1089/cpb.2006.9939

    Article  Google Scholar 

  53. Steinkuehler, C.A., Williams, D.: Where everybody knows your (screen) name: online games as “third places”. J. Comput. Mediat. Commun. 11(4), 885–909 (2006). doi:10.1111/j.1083-6101.2006.00300.x

    Article  Google Scholar 

  54. Zhong, Z.-J.: The effects of collective MMORPG (massively multiplayer online role-playing games) play on gamers’ online and offline social capital. Comput. Human Behav. 27(6), 2352–2363 (2011). doi:10.1016/j.chb.2011.07.014

    Article  Google Scholar 

  55. Sherbourne, C.D., Stewart, A.L.: The MOS social support survey. Soc. Sci. Med. 32(6), 705–714 (1991). doi:10.1016/0277-9536(91)90150-B

    Article  Google Scholar 

  56. Park, A.: Exploring the Self. Education and Science, Seoul (1998). (in Korean)

  57. Latour, B.: Reassembling the Social: An Introduction to Actor-Network-Theory. Oxford University Press, Oxford (2007)

    Google Scholar 

  58. Giddens, A.: Modernity and Self-Identity: Self and Society in the Late Modern Age. Stanford University Press, Stanford (1991)

    Google Scholar 

  59. Turkle, S.: Life on the Screen: Identity in the Age of the Internet. Simon and Schuster, New York (1995)

    Google Scholar 

  60. Leung, L.: Loneliness, social support, and preference for online social interaction: the mediating effects of identity experimentation online among children and adolescents. Chin. J. Commun. 4(4), 381–399 (2011). doi:10.1080/17544750.2011.616285

    Article  Google Scholar 

  61. Blinka, L., Smahel, D.: Fourteen is fourteen and a girl is a girl: validating the identity of adolescent bloggers. Cyberpsychol. Behav. 12(6), 735–739 (2009). doi:10.1089/cpb.2009.0044

    Article  Google Scholar 

  62. Yurchisin, J., Watchravesringkan, K., Mccabe, D.B.: An exploration of identity re-creation in the context of internet dating. Soc. Behav. Personal. 33(8), 735–750 (2005)

    Article  Google Scholar 

  63. Odacı, H., Kalkan, M.: Problematic internet use, loneliness and dating anxiety among young adult university students. Comput. Educ. 55(3), 1091–1097 (2010). doi:10.1016/j.compedu.2010.05.006

    Article  Google Scholar 

  64. Nie, N.H., Erbring, L.: Internet and society: a preliminary report. IT Soc. 1(1), 275–283 (2002)

    Google Scholar 

  65. Kraut, R., Patterson, M., Lundmark, V., Kiesler, S., Mukophadhyay, T., Scherlis, W.: Internet paradox: a social technology that reduces social involvement and psychological well-being? Am. Psychol. 53(9), 1017–1031 (1998). doi:10.1037/0003-066X.53.9.1017

    Article  Google Scholar 

  66. De Schutter, B., Vanden Abeele, V.: Designing meaningful play within the psycho-social context of older adults. In: Paper presented at the Proceedings of the 3rd International Conference on Fun and Games, Leuven, Belgium

  67. Deters, F.G.E., Mehl, M.R.: Does posting facebook status updates increase or decrease loneliness? An online social networking experiment. Soc. Psychol. Personal. Sci. 4(5), 579–586 (2013). doi:10.1177/1948550612469233

    Article  Google Scholar 

  68. Caplan, S.E.: Preference for online social interaction: a theory of problematic internet use and psychosocial well-being. Commun. Res. 30(6), 625–648 (2003). doi:10.1177/0093650203257842

    Article  Google Scholar 

  69. Caplan, S.E.: Relations among loneliness, social anxiety, and problematic internet use. Cyberpsychol. Behav. 10(2), 234–242 (2007)

    Article  MathSciNet  Google Scholar 

  70. Kam-Shing, Y., Sung-On, L.: A natural locally-based networking approach for singleton disabled elderly: implementation and case illustration. Br. J. Soc. Work 32(8), 1037–1049 (2002). doi:10.1093/bjsw/32.8.1037

    Article  Google Scholar 

  71. Ellison, N.B., Steinfield, C., Lampe, C.: The benefits of facebook “friends:” social capital and college students’ use of online social network sites. J. Comput. Mediat. Commun. 12(4), 1143–1168 (2007). doi:10.1111/j.1083-6101.2007.00367.x

    Article  Google Scholar 

  72. Williams, D.: Groups and goblins: the social and civic impact of an online game. J. Broadcast. Electron. Media 50(4), 651–670 (2006). doi:10.1207/s15506878jobem5004_5

    Article  Google Scholar 

  73. Nardi, B., Harris, J.: Strangers and friends: collaborative play in world of warcraft. In: Paper presented at the Proceedings of the 2006 20th Anniversary Conference on Computer Supported Cooperative Work, Banff, Alberta, Canada

  74. Snodgrass, J.G., Lacy, M.G., Francois Dengah Li, H.J., Fagan, J.: Enhancing one life rather than living two: playing MMOs with offline friends. Comput. Hum. Behav. 27(3), 1211–1222 (2011). doi:10.1016/j.chb.2011.01.001

    Article  Google Scholar 

  75. Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., Nickell, E.: From tree house to barracks: the social life of guilds in world of warcraft. Games Cult. 1(4), 338–361 (2006)

    Article  Google Scholar 

  76. Choi, S., Kim, K.: A study of attraction effect of playing games based on analysis of human desire. J. Korea Game Soc. 2(2), 10–19 (2002). (in Korean)

    Google Scholar 

  77. Ando, R., Sakamoto, A.: The effect of cyber-friends on loneliness and social anxiety: differences between high and low self-evaluated physical attractiveness groups. Comput. Hum. Behav. 24(3), 993–1009 (2008). doi:10.1016/j.chb.2007.03.003

    Article  Google Scholar 

  78. Chin, W., Dibbern, J.: An introduction to a permutation based procedure for multi-group PLS analysis: results of tests of differences on simulated data and a cross cultural analysis of the sourcing of information system services between Germany and the USA. In: Esposito Vinzi, V., Chin, W.W., Henseler, J., Wang, H. (eds.) Handbook of Partial Least Squares. Springer Handbooks of Computational Statistics, pp. 171–193. Springer, Berlin (2010)

    Chapter  Google Scholar 

  79. Kim, Y., Park, S.: A study on the online game use influences in game flow and addiction: focusing on the uses and gratifications approach. Korean J. Journal. Commun. Stud. 51(1), 355–377 (2007). (in Korean)

    Google Scholar 

  80. Park, J., Song, Y.: College students’ motivations for playing online games and experiential satisfaction. Korean J. Journal. Commun. Stud. 54(5), 131–154 (2010). (in Korean)

    Google Scholar 

  81. Sharma, G., Qiang, Y., Wenjun, S., Qi, L.: Communication in virtual world: second life and business opportunities. Inf. Syst. Front. 15(4), 677–694 (2013). doi:10.1007/s10796-012-9347-z

  82. Norris, P.: The bridging and bonding role of online communities. Harv. int. J. Press/Politics 7(3), 3–13 (2002)

    Article  Google Scholar 

  83. Young, K.S.: Internet addiction: the emergence of a new clinical disorder. Cyberpsychol. Behav. 1(3), 237–244 (1998). doi:10.1089/cpb.1998.1.237

    Article  Google Scholar 

  84. Chin, W.W.: Issues and opinion on structural equation modeling. MIS Q. 22(1), vii–xvi (1998)

  85. Chin, W.W.: Frequently Asked Questions: Partial Least Squares & PLS-Graph. http://www.disc-nt.cba.uh.edu/chin/plsfaq.htm (2000)

  86. Chin, W.W., Marcolin, B.L., Newsted, P.R.: A partial least squares latent variable modeling approach for measuring interaction effects: results from a Monte Carlo simulation study and an electronic-mail emotion/adoption study. Inf. Syst. Res. 14(2), 189–217 (2003)

    Article  Google Scholar 

  87. Fornell, C., Larcker, D.F.: Evaluating structural equation models with unobservable variables and measurement error. J. Mark. Res. 18(1), 39–50 (1981)

    Article  Google Scholar 

  88. Hair, J.F., Anderson, R.E., Tatham, R.L., Black, W.C.: Multivariate Data Analysis, 5th edn. Prentice-Hall, Upper Saddle River (1998)

    Google Scholar 

  89. Staples, D.S., Hulland, J.S., Higgins, C.A.: A self-efficacy theory explanation for the management of remote workers in virtual organizations organization. Science 10(6), 758–776 (1999)

    Google Scholar 

  90. Falk, R.F., Miller, N.B.: A Primer for Soft Modeling. University of Akron Press, Akron (1992)

    Google Scholar 

Download references

Acknowledgements

This paper was supported by Konkuk University.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Mi-Hye Kim.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Kim, YY., Kim, MH. The impact of social factors on excessive online game usage, moderated by online self-identity. Cluster Comput 20, 569–582 (2017). https://doi.org/10.1007/s10586-017-0747-1

Download citation

  • Received:

  • Revised:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10586-017-0747-1

Keywords

Navigation