The Virtual Community: Homesteading on the Electronic Frontier
The Virtual Community: Homesteading on the Electronic Frontier
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
How computer games affect CS (and other) students' school performance
Communications of the ACM - Homeland security
Project massive: a study of online gaming communities
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Computers in Human Behavior
Psychosocial causes and consequences of pathological gaming
Computers in Human Behavior
Enhancing one life rather than living two: Playing MMOs with offline friends
Computers in Human Behavior
A cognitive-behavioral model of problematic online gaming in adolescents aged 12-22years
Computers in Human Behavior
Personality-targeted design: theory, experimental procedure, and preliminary results
Proceedings of the 2013 conference on Computer supported cooperative work
Exploring personality-targeted UI design in online social participation systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using the Item Response Theory IRT for Educational Evaluation Through Games
International Journal of Information and Communication Technology Education
Using the Item Response Theory IRT for Educational Evaluation Through Games
International Journal of Information and Communication Technology Education
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A longitudinal design was employed to collect three waves of survey data over a 14 month period from 2790 online gamers. Respondents were asked questions about their gaming activity, motivations, personality, social and emotional environment, and the effect gaming has had on their lives. Prospective analysis was used to establish causal and temporal linkages among the repeatedly measured factors. While the data provide some indication that a player's reasons for playing do influence the development of problematic usage, these effects are overshadowed by the central importance of self-regulation in managing both the timing and amount of play. An individual's level of self-regulatory activity is shown to be very important in allowing them to avoid negative outcomes like problematic use. The role of depression is also discussed. With responsible use, online gaming appears to be a healthy recreational activity that provides millions of people with hours of social entertainment and adaptive diversion. However, failure to manage play behavior can lead to feelings of dependency.