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Xia F, Xu Y, Zhang H, Yuan X. The effect of doll blind box uncertainty on consumers' irrational consumption behavior: the role of instant gratification, Gambler's fallacy, and perceived scarcity. BMC Psychol 2025; 13:332. [PMID: 40181490 PMCID: PMC11969734 DOI: 10.1186/s40359-025-02644-w] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/31/2024] [Accepted: 03/25/2025] [Indexed: 04/05/2025] Open
Abstract
BACKGROUND The uncertainty associated with doll blind boxes has sparked a consumer frenzy in China. However, it remains unclear how the allure of uncertain rewards influences the irrational consumption behavior of blind box consumers. This study aimed to elucidate the internal mechanisms underlying this process. Specifically, this study investigated the relationships among perceived uncertainty, gambler's fallacy, instant gratification, perceived scarcity, and irrational consumption behavior. METHODS 434 Online questionnaires were distributed to Chinese doll blind box consumers. This study examines the impact of perceived uncertainty on consumers' irrational consumption behavior by employing the Stimulus-Organism-Response theory and constructing a mechanism model. The analysis was conducted using PLS-SEM in SmartPLS 4.0. RESULTS Perceived uncertainty positively affected instant gratification and gambler's fallacies. Gambler's fallacy and instant gratification significantly mediate between perceived uncertainty and irrational consumption behavior. Moreover, perceived scarcity positively moderated the relationship between gambler's fallacy and irrational consumption behavior. As perceived scarcity increased among blind box consumers, cognitive bias resulting from gambler's fallacy more significantly influenced the consumers to engage in irrational consumption behavior. CONCLUSIONS This study clarified the psychological mechanisms underlying irrational consumption behavior among blind box consumers. Moreover, it provides specific suggestions for blind box consumer, product stakeholders and policymakers to better advocate rational consumption behavior.
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Affiliation(s)
- Fangyu Xia
- School of Culture and Tourism, Jiangsu University of Technology, Zhongwu Road 1801, Changzhou, 213001, China
- Faculty of Hospitality and Tourism Management, Macau University of Science and Technology, Avenida Wai Long, Macao SAR, 999078, China
| | - Ye Xu
- Faculty of Hospitality and Tourism Management, Macau University of Science and Technology, Avenida Wai Long, Macao SAR, 999078, China.
| | - Haonan Zhang
- Faculty of Hospitality and Tourism Management, Macau University of Science and Technology, Avenida Wai Long, Macao SAR, 999078, China
| | - Xinzhou Yuan
- Faculty of Hospitality and Tourism Management, Macau University of Science and Technology, Avenida Wai Long, Macao SAR, 999078, China
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2
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Akbari M, Seydavi M, Sheikhi S, Wright PJ. Exploring Differences in Four Types of Online Activities Across Individuals with and without Problematic Smartphone Use. Psychiatr Q 2024; 95:579-597. [PMID: 39243278 DOI: 10.1007/s11126-024-10090-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 08/27/2024] [Indexed: 09/09/2024]
Abstract
Studies on problematic online activities commonly focus on one type of online activity, such as social media. However, individuals often use their Smartphones for more than one online activity. This study examined four types of online activities (social networking, gaming, information acquisition, and short-form video viewing). Based on a combinatory assessment of problematic smartphone use and hours spent online, two groups were created from a larger sample (N = 642): a problematic smartphone user group (PSU; N = 230; F = 72%; Age = 24.99 ± 6.60) and a non-problematic smart phone user group (NPSU; N = 87; F = 62%; Age = 30.49 ± 10.22). As compared to the NPSU group, the PSU group engaged in more social networking, gaming, information acquisition, and short-form video seeing. The PSU group also scored higher on psychological distress, sleep disturbance, fear of missing out, metacognitions about Smartphone use (MSU), desire thinking (DT), and lower on satisfaction with life and cognitive reappraisal. Regression analyses were employed to probe correlates of each online activity among the PSU and NPSU groups. The findings are discussed in light of the metacognitive model of addictive behaviors and future directions are provided concerning the challenges of distinguishing individuals for problematic Internet-related behaviors.
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Affiliation(s)
- Mehdi Akbari
- Department of Clinical Psychology, Faculty of Psychology and Education, Kharazmi University, No.43. South Mofatteh Ave., Tehran, Iran.
| | - Mohammad Seydavi
- Department of Clinical Psychology, Faculty of Psychology and Education, Kharazmi University, No.43. South Mofatteh Ave., Tehran, Iran
| | - Sonay Sheikhi
- Department of Clinical Psychology, Faculty of Psychology and Education, Kharazmi University, No.43. South Mofatteh Ave., Tehran, Iran
| | - Paul J Wright
- Department of Communication Science, The Media School, Indiana University, Bloomington, USA
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3
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Chou SW, Nguyen T. Understanding donation intention in live streaming: A dedication-constraint approach. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2023.107757] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/29/2023]
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4
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Gong M, Bao X, Wagner C. Why viewers send paid gifts: The role of social influence on massively multiplayer online games live streaming. Inf Process Manag 2023. [DOI: 10.1016/j.ipm.2023.103371] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 04/09/2023]
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5
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Cooperate to play: How in-game cooperation knowledge impacts online gamer loyalty. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2023.107686] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/04/2023]
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6
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Teng CI, Huang TL, Liao GY, Dennis AR. Administrator-users contribute more to online communities. INFORMATION & MANAGEMENT 2022. [DOI: 10.1016/j.im.2022.103717] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/05/2022]
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Shawcroft J, Coyne SM, Bradshaw B. An Analysis of the Social Context of Video Games, Pathological Gaming, and Depressive Symptoms. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:821-827. [PMID: 36318810 DOI: 10.1089/cyber.2022.0057] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/05/2022]
Abstract
This study addresses the relationship between the social context in which individuals play video games, pathological gaming, and depressive symptoms. A sample of 265 participants recruited through local gaming communities completed an online survey asking questions pertaining to demographics, the most common social context of their gaming, depressive symptoms, and pathological gaming. Participants also responded to the open-ended question "How do you feel gaming has impacted you socially? Why?" Many participants felt gaming helped to expand their social circle, maintain existing relationships, develop social skills, and connect with others during Covid-19 lockdowns. A small minority of participants reported that gaming displaced time they could have spent with friends and family, and sometimes damaged their social skills. Using an Ordinary Least Squares regression framework, quantitative results indicate that those who gamed primarily in-person with friends displayed lower levels of pathological gaming than all other contexts. Those who gamed in-person with friends also displayed lower levels of depressive symptoms, although this was found to be somewhat a function of time spent gaming. These results indicate that perhaps in-person gaming with friends is a protective context for gaming compared with online gaming, or solitary gaming.
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Affiliation(s)
- Jane Shawcroft
- School of Family Life, Brigham Young University, Provo, Utah, USA
| | - Sarah M Coyne
- School of Family Life, Brigham Young University, Provo, Utah, USA
| | - Braden Bradshaw
- Department of Psychology, Brigham Young University, Provo, Utah, USA
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Teng CI, Huang TL, Yang ZH, Wu WJ, Liao GY. How strategic, offensive, and defensive engagement impact gamers’ need satisfaction, loyalty, and game usage. INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT 2022. [DOI: 10.1016/j.ijinfomgt.2022.102515] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
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9
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Teng CI, Shiau WL, Cheng T, Huang HY. Drawing goals nearer: Using the goal-gradient perspective to increase online game usage. INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT 2022. [DOI: 10.1016/j.ijinfomgt.2022.102522] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/16/2022]
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10
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Kim GM, Jeong EJ, Lee JY, Yoo JH. Role of social capital in adolescents’ online gaming: A longitudinal study focused on the moderating effect of social capital between gaming time and psychosocial factors. Front Psychol 2022; 13:931134. [PMID: 36017429 PMCID: PMC9396275 DOI: 10.3389/fpsyg.2022.931134] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/28/2022] [Accepted: 07/18/2022] [Indexed: 11/13/2022] Open
Abstract
Adolescents often create social relationships with their gaming peers who take on the role of offline friends and peer groups. Through collaboration and competition in the games, the social relationships of adolescents are becoming broader and thicker. Although this is a common phenomenon in online games, few studies have focused on the formation and roles of social capital among adolescent gamers. In particular, longitudinal research that examines the role of social capital in terms of influencing gaming time on adolescent gamers’ psychosocial factors has been minimal. This study was designed to fill this gap to see the long-term effect of social capital among adolescent gamers. Specifically, by using the three-year longitudinal data involving 403 adolescents, we analyzed the effect of gaming time on psychological factors (i.e., loneliness, depression, self-esteem, and life satisfaction) with the moderating role of social capital. Results showed that social capital played a crucial moderating role. In the higher social capital group, gaming time enhanced the degree of self-esteem and life satisfaction. However, a vicious circle was found in the lower social capital group: Gaming time increased the degree of depression but decreased self-esteem, which in turn led to increase in gaming time. These results indicate that games work as an important tool for social capital cultivation among adolescent gamers, which imply successful cultivation of social capital is a key to positive gaming effects. Theoretical and practical implications are discussed.
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Affiliation(s)
- Gyoung Mo Kim
- Department of Digital Culture and Contents, Konkuk University, Seoul, South Korea
| | - Eui Jun Jeong
- Department of Digital Culture and Contents, Konkuk University, Seoul, South Korea
- *Correspondence: Eui Jun Jeong,
| | - Ji Young Lee
- Department of Digital Culture and Contents, Konkuk University, Seoul, South Korea
| | - Ji Hye Yoo
- Ministry of Culture, Sports and Tourism, Sejong, South Korea
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11
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Huang TL, Wu CN, Chang MH, Liao GY, Teng CI. From skill growth expectancy to online Game Commitment. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2022.107422] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
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12
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Gan Y, Zhang T, Zhang J, Wu X, Shao M. Impact of Mobile Game Addiction Tendency on Chinese University Students: A Hierarchical Linear Modeling Study. Front Psychol 2022; 13:937446. [PMID: 35859844 PMCID: PMC9291722 DOI: 10.3389/fpsyg.2022.937446] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/11/2022] [Accepted: 06/13/2022] [Indexed: 12/03/2022] Open
Abstract
This study used hierarchical linear modeling (HLM) to investigate the differences in mobile game addiction tendencies among universities (i.e., double first-class universities, ordinary colleges and universities, and higher vocational colleges), and to examine the influencing factors of mobile game addiction tendency at the individual and university levels. The participants of this study were 4,024 college students who completed the Chinese Mobile Phone Game Addiction Scale, UCLA Loneliness Scale, and Positive and Negative Affect Scale. Loneliness (β = 0.052), positive emotions (β = −0.126), negative emotions (β = 0.232), and double first-class universities (γ = 0.368) significantly predicted mobile game addiction tendencies. A significant cross-level interaction between double first-class universities and other factors (i.e., positive emotions, negative emotions, and mobile game addiction) was observed. The novelty of this study is that it distinguishes the various effects of mobile phone addiction tendency at the individual and university levels.
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Affiliation(s)
- Yongtao Gan
- School of Law, Higher Education Research Institution, Shantou University, Shantou, China
- *Correspondence: Yongtao Gan,
| | - Tian Zhang
- School of Law, Higher Education Research Institution, Shantou University, Shantou, China
| | - Jiahao Zhang
- School of Law, Higher Education Research Institution, Shantou University, Shantou, China
| | - Xia Wu
- School of Law, Higher Education Research Institution, Shantou University, Shantou, China
| | - Mengjun Shao
- Jing Hengyi School of Education, Hangzhou Normal University, Hangzhou, China
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Sarkar A, Sarkar JG. Gift of fantasy: investigating how fantasy in digital game impacts game brand immersion. INFORMATION TECHNOLOGY & PEOPLE 2022. [DOI: 10.1108/itp-11-2020-0809] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
PurposeThis research aims to extend brand relationship theory to the domain of online gaming by augmenting the understanding of the role played by fantasy state in digital game in impacting gamers' immersive relationships with digital game brands. In this quest, the research examines how fantasy state in game (FSG) creates game brand immersion (GBI) through the mediation of emotional game brand attachment (EGBA) and the roles of individual's need for escapism (NE) and anxious attachment style (AAS) in moderating the aforementioned relationships.Design/methodology/approachThe research employs a pre-test followed by two quantitative studies. Quantitative data were analyzed using the PROCESS macro.FindingsResults from Study 1 illustrate that perceived fantasy in game generates EGBA, which, in turn, predicts GBI. Further, Study 2 establishes that the effect of fantasy in game on EGBA is moderated by gamer's NE. The moderating effect of NE is moderated by individual's AAS.Originality/valueValue of the study lies in extending consumer–brand relationship theory to digital gaming domain which enhances the understanding of how fantasy state in digital game can lead to GBI and the roles played by individual personality characteristics like escapism motivation and AAS in the process.
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14
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Tseng FC, Huang TL, Pham TTL, Cheng T, Teng CI. How does media richness foster online gamer loyalty? INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT 2022. [DOI: 10.1016/j.ijinfomgt.2021.102439] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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15
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Al-Otaibi YD. The Effects of IT Addiction on Trust and Social Influence Perceptions. INTERNATIONAL JOURNAL OF E-ADOPTION 2022. [DOI: 10.4018/ijea.294860] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Technology addiction has been the focus of many recent studies in the information systems (IS) literature. This paper examines how user perceptions and usage intentions toward social networking sites (SNS) are distorted by their level of addiction to the technology. To this end, a research model that incorporates the technology addiction construct and two system-referenced perceptions (trust and social influence) has been constructed and tested to explain the effects of addiction on augmenting one’s perceptions of SNS. Data were obtained from an online survey of 202 SNS users in Saudi Arabia. A Structural equation modelling technique was used to evaluate the proposed model. The findings confirmed that users’ level of SNS addiction influence their reasoned-based usage intentions by distorting users’ perceptions toward the technology. Theoretical and practical implications of the findings are discussed.
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16
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Abbas H. The Relation of Motivation Factors for Online Games With Personality Disorders, Addiction, Shyness, and Loneliness in Kuwait. INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS 2022. [DOI: 10.4018/ijgcms.295873] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Drawing on the Self-Development Theory (SDT), this study examines the relation between the factors that motivate online gaming and the effects of addiction, shyness, and loneliness. We have modified the SDT theory by adding intrinsic and extrinsic factors to measure the degree of its effect on addiction in online gaming settings. Next, we develop a special instrument to measure gamers’ experience and their level of addiction. The sample is 671 online gamers who participated in an online survey. A confirmatory factor analysis and structured equation modeling tests are conducted to identify reliable factors and the goodness of fit of the research model. The findings show that the effect of addiction on shyness and loneliness is minor. Furthermore, loneliness is affected mostly by anxiety of others. In addition, the challenge of meeting the goals of gaming has the greatest effect on addiction. The study offers important implications for decision makers among family members such as parents and among society in general such as policy makers to avoid side effects of online gaming.
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17
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Qahri-Saremi H, Vaghefi I, Turel O. Addiction to Social Networking Sites and User Responses. DATA BASE FOR ADVANCES IN INFORMATION SYSTEMS 2021. [DOI: 10.1145/3508484.3508489] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
Abstract
Prior studies have primarily used "variable-centered" perspectives to identify factors underlying user responses to social networking site (SNS) addiction, their predictors and outcomes. This paper extends this perspective by taking a person-centered approach to examine (1) the prototypical subpopulations (profiles) of users' extent of SNS addiction and responses to it, (2) how affiliations with these profiles can explain user behaviors toward SNS use, and (3) how personality traits can predict affiliations with these profiles. To this end, we propose a typological theory of SNS addiction and user responses to it via two empirical, personcentered studies. Study 1 draws on survey data from 188 SNS users to develop a typology of users based on the extent of their SNS addiction and their responses to it. It further examines the relations between affiliation with these profiles and users' SNS discontinuance intention, as a typical behavioral response to SNS addiction. Study 2 uses survey data from 284 SNS users to validate the user typology developed in Study 1 and investigate its relations to users' Big Five personality traits. Our findings shed light on a typology of five prototypical profiles of SNS users-cautious, regular, consonant, dissonant, and hooked-who differ in their extent of SNS addiction and their cognitive, emotional, and behavioral responses to it. Our findings also demonstrate how Big Five personality traits can predict user affiliations with these prototypical profiles.
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Elsayed W. Covid-19 pandemic and its impact on increasing the risks of children's addiction to electronic games from a social work perspective. Heliyon 2021; 7:e08503. [PMID: 34869925 PMCID: PMC8632740 DOI: 10.1016/j.heliyon.2021.e08503] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/29/2021] [Revised: 09/20/2021] [Accepted: 11/26/2021] [Indexed: 02/03/2023] Open
Abstract
Children are among the social groups most affected by the COVID-19 pandemic because they have found themselves forced to stay at home, far from their schoolmates, their friends, and far from all the activities they used to do before the pandemic. so, it was their only refuge for recreation during their stay in Home is staying in front of the screens of tablets, smartphones, and computers to play electronic games for long hours, and there is no doubt that the sudden shift in the lifestyle of children during the Covid-19 pandemic had serious consequences and risks threatening their stability at all levels. In light of that, the current study aimed to determine the impact of the Covid-19 pandemic on increasing the social, psychological, behavioral, and health risks of children's addiction to electronic games from a social work perspective. This study falls under the type of descriptive-analytical studies that are based on describing the reality of the problem under study. The study sample included 289 children in the age group 6-17 years in the first grade to the twelfth grade at school. The researcher designed a questionnaire that reflects the four risks facing children to assess these risks. The results showed is that the value of all impacts of the Covid-19 pandemic on the increasing risks of children's addiction to electronic games came to a total weight of (27907), weighted relative weight of (80.47%). This indication is High, indicating that the level of impact is High for the Covid-19 pandemic on the increase in all types of risks of children's addiction to electronic games. It ranked first " Behavioral Risks " at 91.15%, It is followed by the ranked second "Social risks " at 85.5%, Then came third place " Psychological Risks" at 80.91%, and in finally in fourth place " Health Risks" at 64.28%, which necessitates the need to take a set of serious measures by educating parents to monitor the content of electronic games that their children play, especially violent games, in addition to, reduce the number of hours the child spends practicing these games, and to encourage parents to form a bridge of communication and constructive dialogue between them and their children, and that parents put controls and restrictions on their children's practice of electronic games to confront abnormal behavioral, psychological and social patterns such as aggression, violence, deception, lying, imitation, vigilance, physical stress, poor eyesight, distance from practicing religious rituals, academic delay, introversion, depression, intolerance, selfishness, sadness, isolation from society, social withdrawal and lack of forming social relationships and lack of communication with others. The researcher took care that the results of the current study are very accurate and representative of the reality of the research problem, in light of the researcher's emphasis on the commitment to observe ethical rules to ensure the confidentiality of data. finally, the current study will greatly benefit researchers interested in the field of childhood and its problems and they will rely on its results and recommendations in how to protect children from the dangers of electronic game addiction in light of the Covid-19 crisis in particular.
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Affiliation(s)
- Walaa Elsayed
- College of Humanities and Science, Ajman University, Ajman, United Arab Emirates
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19
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For it is in giving that we receive: Investigating gamers’ gifting behaviour in online games. INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT 2021. [DOI: 10.1016/j.ijinfomgt.2021.102363] [Citation(s) in RCA: 17] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022]
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20
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The Mediating Role of Gaming Disorder in the Effect of Narcissism on Happiness in Children. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18137137. [PMID: 34281071 PMCID: PMC8297087 DOI: 10.3390/ijerph18137137] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/22/2021] [Revised: 06/29/2021] [Accepted: 07/01/2021] [Indexed: 02/07/2023]
Abstract
We aimed to determine the relationship between gaming disorder, narcissism, and happiness levels of children between the ages of 9 and 15. This study was based on the compensation theory. The sample consists of 461 boys who continue their education in public schools in Istanbul. In the study, a mixed research design, which nests qualitative data into quantitative, was used. In addition to the scales and sociodemographic form, the Draw-a-Person test was also used to better understand children’s inner world. According to the findings, there is a significant relationship between gaming disorder and narcissism and happiness levels in children. Accordingly, as narcissism increases in children, the gaming disorder level increases, and happiness decreases. We also found a mediation effect in the impact of narcissism on happiness through gaming disorder. According to the results, we think that the problem is not caused by the individual but by society. For a solution, we recommend making more macro-level social work interventions within the framework of system theory instead of the current medical model in combating gaming disorder.
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Chen C, Zhang KZ, Gong X, Lee MK, Wang YY. Preventing relapse to information technology addiction through weakening reinforcement: A self-regulation perspective. INFORMATION & MANAGEMENT 2021. [DOI: 10.1016/j.im.2021.103485] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
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22
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Liu Z, Lin X, Wang X, Wang T. Self‐Regulation Deficiency in Predicting Problematic Use of Mobile Social Networking Apps: The Role of Media Dependency*. DECISION SCIENCES 2020. [DOI: 10.1111/deci.12495] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
Affiliation(s)
- Zilong Liu
- School of Management Science and Engineering Dongbei University of Finance and Economics, China Dalian Liaoning Province 116025 China
| | - Xiaolin Lin
- Department of Computer Information and Decision Management Paul and Virginia Engler College of Business West Texas A&M University Canyon TX 79015
| | - Xuequn Wang
- Discipline of Information Technology Mathematics and Statistics Murdoch University Perth WA 6150 Australia
| | - Tianhua Wang
- School of Management Science and Engineering Dongbei University of Finance and Economics, China Dalian Liaoning Province 116025 China
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Gentina E, Rowe F. Effects of materialism on problematic smartphone dependency among adolescents: The role of gender and gratifications. INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT 2020. [DOI: 10.1016/j.ijinfomgt.2020.102134] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/11/2022]
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24
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What drives problematic online gaming? The role of IT identity, maladaptive cognitions, and maladaptive emotions. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2020.106386] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
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25
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Lee ZWY, Cheung CMK, Chan TKH. Understanding massively multiplayer online role‐playing game addiction: A hedonic management perspective. INFORMATION SYSTEMS JOURNAL 2020. [DOI: 10.1111/isj.12292] [Citation(s) in RCA: 22] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/16/2023]
Affiliation(s)
- Zach W. Y. Lee
- Durham University Business School Durham University Durham UK
| | - Christy M. K. Cheung
- Department of Finance and Decision Sciences Hong Kong Baptist University Kowloon Tong Hong Kong
| | - Tommy K. H. Chan
- Newcastle Business School Northumbria University Newcastle upon Tyne UK
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26
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How online gamers’ participation fosters their team commitment: Perspective of social identity theory. INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT 2020. [DOI: 10.1016/j.ijinfomgt.2020.102095] [Citation(s) in RCA: 26] [Impact Index Per Article: 5.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/23/2022]
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