MASSIVELY MULTIPLAYER ONLINE ROLEPLAYING GAMING: MOTIVATION to PLAY, PLAYER TYPOLOGIES, and ADDICTION, Paul Granello, Michael Lewis, Dept

MASSIVELY MULTIPLAYER ONLINE ROLEPLAYING GAMING: MOTIVATION to PLAY, PLAYER TYPOLOGIES, and ADDICTION, Paul Granello, Michael Lewis, Dept

Massively Multiplayer Online Roleplaying Gaming: Motivation to Play, Player Typologies, and Addiction Dissertation Presented in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in the Graduate School of The Ohio State University By Michael Scott Lewis Graduate Program in Education – Physical Activity and Education Services The Ohio State University 2016 Dissertation Committee Paul F. Granello, Ph.D., Advisor Darcy Haag-Granello, Ph.D. Jerome D’Agostino, Ph.D. Copyrighted by Michael Scott Lewis 2016 Abstract Massively Multiplayer Role-Playing Games (MMORPG’s) have become increasingly common in the video gaming marketplace with conservative estimates of 19 million players worldwide. These games allow players to engage in a virtual world with hundreds of thousands of other players at the same time. The games have no definitive end and the game content continually grows by giving players more virtual world to explore creating an expanding alternate reality. For most, these games are a leisure activity or hobby, but for approximately 8-12% of MMORPG players the experience becomes problematic. As a result, online gaming addiction has become the fastest growing process addiction over the past two decades. Continued play creates real life problems such as relationship difficulties, vocational issues, health related complications, and in extreme cases, legal troubles or death from exhaustion or dehydration. Online gaming addiction is similar to chemical addiction in symptomology in areas of tolerance, withdrawal, difficulty stopping or controlling use, and negative consequences. Therefore, it is critical to more clearly understand the nature of online gaming, links to addiction, and possible underlying factors that contribute to addiction. There were several purposes underlying this study including an attempt to better understand the average MMORPG player profile, examine possible motivational factors that contribute to continued game play, and to recognize what aspects may predict online gaming addiction. Prior research conducted on understanding online gaming motivational factors includes a desire to be ii the best player (achievement), engaging with other players (social), and exploring the virtual world (immersion). Additionally, the model of dualistic passion is believed to help explain gaming motivation using the concepts of harmonious passion (controlled game play which does not interfere with life responsibilities) and obsessive passion (uncontrolled gameplay, linked to personal identity, often resulting in negative consequences). These five motivational components were the independent variables and the dependent variable was online gaming addiction. A sample of MMORPG players (N = 246) was surveyed using online portals and social media. Results indicate that the average MMORPG gamer in the sample was 28.69 years old (SD = 7.31), male (80.9%), educated with at least some college credit, and had an average income of approximately $30,000. These findings match previous research and challenges the many myths of the video gamer profile. All independent variables had a strong positive relationship with the dependent variable. A regression analysis model was significant and indicated that obsessive passion, achievement, and social were significant predictors (F(5, 240) = 63.977, p < .001; R2 = .66). Specifically, obsessive passion demonstrated the strongest correlation and prediction of online gaming addiction. Post hoc analyses highlighted gender differences and evaluated subcomponents of the independent variables. The significance of this study is that it extended the body of knowledge on motivational factors contributing to online gaming addiction and provided a significant model of predictors. Limitations of the study include generalizability, a small sample size, and potential sample bias towards more fanatical players. Future studies may benefit from expanding the sample size and including adolescents and children as participants. iii Dedication This manuscript is dedicated to three distinct entities: 1) My Mom and Dad who bought me my first video game system at age eight; 2) Nintendo for creating The Legend of Zelda, assuring I’d be lovingly hooked on video games forever; and 3) Laura who allows me to indulge my inner gamer. iv Acknowledgments I humbly acknowledge my dissertation committee for helping to support this process, first explored 14 years ago, come to fruition. Thanks to my advisor, Dr. Paul Granello, for encouraging me; to Dr. Darcy Granello for helping me find my writer’s voice; and to Dr. Jerome D’Agostino for giving me tools to execute this study. I want to give gratitude to my parents for always believing in me from a young age and giving me the freedom to fail so that I could learn how to succeed. I am appreciative of my friends and family for offering unwavering support and forcing me to have fun. I’d like to thank Team Ph.D. who continuously grounded and inspired me throughout this process. Lastly, and most importantly, I sincerely thank my wife Laura for being my center. She grounds me, moves me, and makes me the best version of myself I can hope to be. She has never doubted the completion of this manuscript, even if I silently did. With love, I appreciate her efforts. v Vita May 1995……………………....Greenon High School May 1999………………………B.A. Psychology, Ohio Dominican University May 2003……………………....M.A. Counselor Education, The Ohio State University 2010 – Present………………….Ph.D. Counselor Education, The Ohio State University Publications (In Process) Hunnicut Hollinbaugh, K. M. & Lewis, M.S. (anticipated 2016). Using Dialectical Behavioral Therapy with Adolescents. Columbus, OH: Routledge. Focht, B. & Lewis, M. S. (2011). Physical activity and psychological well-being. In P. F. Granello, Wellness Counseling. Upper Saddle River, NJ: Prentice Hall. Mahaffey, B. A. & Lewis, M. S. (2008). Therapeutic alliance directions in marriage, couple, and family counseling. In G. R. Walz, J. C. Bleuer, & R. K. Yep (Eds.), Compelling counseling interventions: Celebrating VISTAS’ fifth anniversary (pp. 1-10). Ann Arbor, MI: (Counseling Outfitters. Fields of Study Major Field: Counselor Education vi Table of Contents Page Abstract ............................................................................................................................ii Dedication ........................................................................................................................iv Acknowledgments............................................................................................................v Vita ...................................................................................................................................vi Table of Contents .............................................................................................................vii List of Tables ...................................................................................................................xii List of Figures ..................................................................................................................xiv Chapters 1. Introduction .............................................................................................................1 1.1 Statement of the Problem ...........................................................................2 1.2 Purpose of the Study ..................................................................................5 1.3 Researcher Questions .................................................................................6 1.4 Significance of the Study ...........................................................................7 1.5 Limitations of the Study.............................................................................7 1.6 Definition of Terms....................................................................................9 1.7 Summary .....................................................................................................15 2. Review of the Literature .........................................................................................17 2.1 Introduction ................................................................................................17 vii 2.2 Addiction....................................................................................................18 2.2.1 Motivation Methods ...........................................................................19 2.2.2 Process Addictions .............................................................................20 2.2.3 Early Internet Addiction Research .....................................................23 2.2.4 Internet Addiction ..............................................................................28 2.3 Online Video Gaming ................................................................................30 2.3.1 Understanding MMORPG’s ..............................................................31 2.3.2 Characteristics of MMORPG’s ..........................................................34 2.3.3 Players of MMORPG’s ......................................................................35 2.3.4 Why Players Play MMORPG’s .........................................................39 2.4 Online Gaming Addiction ..........................................................................43 2.4.1 The Role of Passion ...........................................................................47 2.4.2 MMORPG’s and Addiction ...............................................................53

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