当前位置: X-MOL 学术Information Systems Journal › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Understanding massively multiplayer online role‐playing game addiction: A hedonic management perspective
Information Systems Journal ( IF 7.767 ) Pub Date : 2020-06-09 , DOI: 10.1111/isj.12292
Zach W. Y. Lee 1 , Christy M. K. Cheung 2 , Tommy K. H. Chan 3
Affiliation  

Massively multiplayer online role‐playing game (MMORPG) addiction presents a serious issue worldwide and has attracted increasing attention from academic and other public communities. This article addresses this critical issue and fills research gaps by proposing and testing a research model of MMORPG addiction. Building on the conceptual foundation of the hedonic management model of addiction and the technology affordance perspective, we develop a research model explaining how MMORPG affordances (ie, achievement, social and immersion affordances) are associated with the duality of hedonic effects (ie, perceived positive mood enhancement and perceived negative mood reduction) and the extent of MMORPG addiction. Using structural equation modelling, we empirically test our research model with 406 MMORPG players. The results show that both perceived positive mood enhancement and perceived negative mood reduction positively correlate with the extent of MMORPG addiction. Furthermore, achievement and immersion affordances are positively associated with the duality of hedonic effects, whereas social affordance is not. Our study contributes to the growing body of technology addiction literature by revealing the relationships between the two hedonic effects and the extent of MMORPG addiction, and by offering a contextualised explanation of the role of MMORPG affordances in these relationships. We offer an alternative perspective on the far‐reaching, unintended relationships between technological affordances and addictive technology use. Our study provides game developers and policymakers with insights into preventing MMORPG addiction to create an entertaining, healthy virtual playground.

中文翻译:

了解大型多人在线角色扮演游戏成瘾:享乐管理视角

大型多人在线角色扮演游戏 (MMORPG) 成瘾在世界范围内是一个严重的问题,并引起了学术界和其他公共社区越来越多的关注。本文通过提出和测试 MMORPG 成瘾研究模型来解决这一关键问题并填补研究空白​​。基于成瘾的享乐管理模型和技术可供性视角的概念基础,我们开发了一个研究模型,解释了 MMORPG 可供性(即成就、社交和沉浸式可供性)如何与享乐效应的二元性(即感知积极情绪增强和感知到的负面情绪减少)以及 MMORPG 成瘾的程度。使用结构方程模型,我们对 406 名 MMORPG 玩家的研究模型进行了实证测试。结果表明,感知到的积极情绪增强和感知到的消极情绪减少都与 MMORPG 成瘾程度呈正相关。此外,成就和沉浸可供性与享乐效应的二元性呈正相关,而社会可供性则不然。我们的研究通过揭示两种享乐效应与 MMORPG 成瘾程度之间的关系,并通过情境化解释 MMORPG 可供性在这些关系中的作用,为越来越多的技术成瘾文献做出贡献。我们为技术可供性和令人上瘾的技术使用之间影响深远的意外关系提供了另一种视角。我们的研究为游戏开发者和政策制定者提供了有关防止 MMORPG 成瘾以创造娱乐性、
更新日期:2020-06-09
down
wechat
bug