Gender and computing: a decade of change?
Computers & Education
Introduction: The State of Play
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
Company profile of the frequent internet user
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
Caught in the Net: How to Recognize the Signs of Internet Addiction-- and a Winning Strategy for Recovery
Computer Graphics and Virtual Environments: From Realism to Real - Time
Computer Graphics and Virtual Environments: From Realism to Real - Time
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
Information Systems Research
Project massive: a study of online gaming communities
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Behaviour, realism and immersion in games
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Massively Multiplayer Online Role-Playing Games: The People, the Addiction and the Playing Experience
Determinants of adoption of mobile games under mobile broadband wireless access environment
Information and Management
Virtual "Third Places": A Case Study of Sociability in Massively Multiplayer Games
Computer Supported Cooperative Work
Journal of Management Information Systems
The effects of perceived risk and technology type on users' acceptance of technologies
Information and Management
My guild, my people: role of guilds in massively multiplayer online games
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Online flow experiences, problematic Internet use and Internet procrastination
Computers in Human Behavior
Identifying Motivations for the Use of Commercial Web Sites
Information Resources Management Journal
Impact of Flow and Brand Equity in 3D Virtual Worlds
Journal of Database Management
Co-creation and Collaboration in a Virtual World: A 3D Visualization Design Project in Second Life
Journal of Database Management
Empirical Comparison of 3-D Virtual World and Face-to-Face Classroom for Higher Education
Journal of Database Management
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Massively Multiplayer Online Game MMOG dependency has been widely studied but research results suggest inconclusive antecedent causes. This study proposes and empirically tests three predictive models of MMOG dependency using a survey of online gaming participants. It finds multimedia realism for social interaction serves as an original antecedent factor affecting other mediating factors to cause MMOG dependency. These mediating factors derive from Uses and Gratifications theory and include: 1 participation in a virtual community, 2 diversion from everyday life, and 3 a pleasant aesthetic experience. Of these, participation in a virtual community has a strong positive relationship with MMOG dependency, and aesthetics has a modest negative relationship. Moderator analyses suggest neither gender nor "frequency of game playing" are significant but experience playing online games is a significant moderating factor of MMOG dependency.