Are you addicted to Candy Crush Saga? An exploratory study linking psychological factors to mobile social game addiction

Telematics and Informatics - Tập 33 - Trang 1155-1166 - 2016
Cheng Chen1, Louis Leung1
1School of Journalism and Communication, The Chinese University of Hong Kong, Hong Kong

Tài liệu tham khảo

Baumeister, 2003, Ego depletion and self-regulation failure: a resource model of self-control, Behav. Soc. Sci., 27, 281 Baumeister, 2003, Social psychology articles from the 1980s and 1990s: some new classics and overlooked gems, Psychol. Inq., 14, 193, 10.1080/1047840X.2003.9682878 Berg, 1982, Loneliness: the relationship of self-disclosure and androgyny, Pers. Soc. Psychol. Bull., 8, 624, 10.1177/0146167282084004 Billieux, 2013, Why do you play world of warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviors in the virtual world of Azeroth, Comput. Hum. Behav., 29, 103, 10.1016/j.chb.2012.07.021 Booth, 1983, Toward an understanding of loneliness, Soc. Work, 28, 116, 10.1093/sw/28.2.116 Candy Crush Saga (n.d.). Retrieved from <http://company.king.com/our-games/>. Carver, 2010, Authentic and hubristic pride: differential relations to aspects of goal regulation, affect and self-control, J. Res. Pers., 44, 698, 10.1016/j.jrp.2010.09.004 CNNIC, 2014. The 33rd Statistical Report on the Internet Development in CHINA. Retrieved from <http://www.cnnic.net.cn/hlwfzyj/hlwxzbg/hlwtjbg/201403/P020140305346585959798.pdf>. Colwell, 1995, Computer games, self-esteem and gratification of needs in adolescents, J. Community Appl. Soc. Psychol., 5, 195, 10.1002/casp.2450050308 Chang, 2014, The effects of hedonic/utilitarian expectations and social influence on continuance intention to play online games, Internet Res., 24, 21, 10.1108/IntR-02-2012-0025 Dockterman, E., 2013. Candy Crush Saga: The Science Behind Our Addiction. Retrieved from <http://business.time.com/2013/11/15/candy-crush-saga- the-science-behind-our-addiction> (November 15). Eisenberg, 1997, Contemporaneous and longitudinal prediction of children’s social functioning from regulation and emotionality, Child Dev., 68, 642, 10.2307/1132116 Engl, 2013, Contextual influences on mobile player experience – a game user experience model, Entertainment Comput., 4, 83, 10.1016/j.entcom.2012.06.001 Erturkoglu, 2015, Pressing the play button: what drives the intention to play social mobile games?, Int. J. E-Bus. Res., 11, 54, 10.4018/ijebr.2015070104 Feldman, 1995, The relationship of self-efficacy, self-regulation, and collaborative verbal behavior with grades: preliminary findings, Psychol. Rep., 77, 971, 10.2466/pr0.1995.77.3.971 Fisherl, 1993, Boredom at work: a neglected concept, Hum. Relat., 46, 395, 10.1177/001872679304600305 Gentile, 2005, Violent video game effects on children and adolescents. A review of the literature, Minerva Pediatr., 57, 337 Goodman, 1993, Diagnosis and treatment of sexual addiction, J. Sex Marital Ther., 19, 225, 10.1080/00926239308404908 Griffiths, 1996, Gambling on the Internet: a brief note, J. Gambl. Stud., 12, 471, 10.1007/BF01539190 Grubb, J., 2014. King: 93M daily Candy Crush Saga players, 500M Installs, and $ 568M Profit in 2013 (Infographics). Retrieved from <http://venturebeat.com /2014/02/18/candy-crush-saga-publisher-king-by-the-numbers-inforgraphic/> (February 18). Hill, 1985, Towards a model of boredom, Br. J. Psychol., 76, 235, 10.1111/j.2044-8295.1985.tb01947.x Horowitz, 1979, Interpersonal problems of people who describe themselves as lonely, J. Consult. Clin. Psychol., 47, 762, 10.1037/0022-006X.47.4.762 Hou, 2011, Uses and gratification of social games: blending social networking and gameplay, First Monday Peer-Rev. J. Internet, 16 Huang, 2015, Motivations and gratification in an online game: relationships among players” self-esteem, self-concept, and interpersonal relationships, Soc. Pers. Res., 43, 193 Iso-Ahola, 1987, Leisure and boredom, J. Soc. Clin. Psychol., 5, 356, 10.1521/jscp.1987.5.3.356 Iso-Ahola, 1990, Perceptions of leisure boredom in leisure: conceptualization, reliability and validity of the leisure boredom scale, J. Leisure Res., 22, 1, 10.1080/00222216.1990.11969811 Jansz, 2010, Playing the Sims2: an exploration of gender differences in players” motivations and patterns of play, N. Media Soc., 12, 235, 10.1177/1461444809342267 Kim, 2008, The relationship between online game addiction and aggression, self-control and narcissistic personality traits, Eur. Psychiatry, 23, 212, 10.1016/j.eurpsy.2007.10.010 Kim, 2010, Cross-validation of reliability, convergent and discriminant validity for the problematic online game use scale, Comput. Hum. Behav., 26, 389, 10.1016/j.chb.2009.11.010 Kraut, 1998, Internet paradox: a social technology that reduces social involvement and psychological well-being, Am. Psychol., 53, 1017, 10.1037/0003-066X.53.9.1017 Lavin, 1999, Sensation seeking and collegiate vulnerability to Internet dependence, Cyber Psychol. Behav., 2, 425, 10.1089/cpb.1999.2.425 Lee, 2004, Addictive consumption of avatars in cyberspace, Cyberpsychol. Behav., 7, 417, 10.1089/cpb.2004.7.417 Lesieur, 1993, Pathological gambling, eating disorders, and the psychoactive substance use disorders, J. Addict. Dis., 12, 89, 10.1300/J069v12n03_08 Leung, 2002, Loneliness, self-disclosure, and ICQ (“I seek you”) use, Cyberpsychol. Behav., 5, 241, 10.1089/109493102760147240 Leung, 2008, Linking psychological attributes to addiction and improper use of the mobile phone among adolescents in Hong Kong, J. Child. Media, 2, 93, 10.1080/17482790802078565 Leung, 2015, Using tablet in solitude for stress reduction: An examination of desire for aloneness, leisure boredom, tablet activities, and location of use, Comput. Hum. Behav., 48, 382, 10.1016/j.chb.2015.01.068 Leung, 2012, Impact of internet literacy, internet addiction symptoms, and internet activities on academic performance, Soc. Sci. Comput. Rev., 30, 403, 10.1177/0894439311435217 Li, 2015, Modeling hedonic is continuance through the uses and gratifications theory: an empirical study in online games, Comput. Hum. Behav., 48, 261, 10.1016/j.chb.2015.01.053 Li, 2013, The role of cognitive distortion in online game addiction among Chinese adolescents, Children Youth Serv. Rev., 35, 1468, 10.1016/j.childyouth.2013.05.021 Lin, 1993, Exploring the role of the VCR use in the emerging home entertainment culture, Journalism Q., 70, 833, 10.1177/107769909307000409 Lin, 2009, The effects of parental monitoring and leisure boredom on adolescents” Internet addiction, Adolescence, 44, 993 Lo, 2005, Physical interpersonal relationships and social anxiety among online game players, Cyberpsychol. Behav., 8, 15, 10.1089/cpb.2005.8.15 Mandryk, 2006, Using psychophysiological techniques to measure user experience with entertainment technologies, Behav. Inform. Technol., 25, 141, 10.1080/01449290500331156 McKenna, 2002, Relationship formation on the Internet: what’s the big attraction?, J. Soc. Issues, 58, 9, 10.1111/1540-4560.00246 McReynolds, 1983, Self-control as choice management with reference to the behavioral treatment of obesity, Health Psychol., 2, 261, 10.1037/0278-6133.2.3.261 Mobilia, 1993, Gambling as a rational addiction, J. Gambl. Stud., 9, 121, 10.1007/BF01014864 Morahan-Martin, 2000, Incidence and correlates of pathological Internet use among college students, Comput. Hum. Behav., 16, 13, 10.1016/S0747-5632(99)00049-7 Morahan-Martin, 2003, Loneliness and social uses of the Internet, Comput. Hum. Behav., 19, 659, 10.1016/S0747-5632(03)00040-2 Myrseth, 2009, Self-control: a function of knowing when and how to exercise restraint, Curr. Dir. Psychol. Sci., 18, 247, 10.1111/j.1467-8721.2009.01645.x Omori, 2012, Analysis of motivational elements of social games: a puzzle match 3-games study case, Int. J. Comput. Games Technol., 2012, 1, 10.1155/2012/640725 Palmgreen, 1979, Uses and gratifications and exposure to public television, Commun. Res., 6, 155, 10.1177/009365027900600203 Papacharissi, 2000, Predictors of internet use, J. Broadcast. Electron. Media, 44, 175, 10.1207/s15506878jobem4402_2 Pehadzur, 1982 Peplau, 1979, Blueprint for a social psychological theory of loneliness, 101 Perse, 1998, The utility of home computers and media use: implications of multimedia and connectivity, J. Broadcast. Electron. Media, 42, 435, 10.1080/08838159809364461 Phillips, 1993 Phillips, 1995, Home video game playing in schoolchildren: a study of incidence and patterns of play, J. Adolesc., 18, 687, 10.1006/jado.1995.1049 Rothbaum, 1982, Changing the world and changing the self: a two-process model of perceived control, J. Pers. Soc. Psychol., 42, 5, 10.1037/0022-3514.42.1.5 Rubin, 1994, Media uses and effects: a uses-and-gratifications perspective, 571 Ruggiero, 2000, Uses and gratifications theory in the 21st Century, Mass Commun. Soc., 3, 3, 10.1207/S15327825MCS0301_02 Russell, 1996, UCLA loneliness scale (version 3): reliability, validity, and factor structure, J. Pers. Assess., 66, 20, 10.1207/s15327752jpa6601_2 Russell, 1980, The revised UCLA loneliness scale: concurrent and discriminate validity evidence, J. Pers. Soc. Psychol., 39, 472, 10.1037/0022-3514.39.3.472 Saklofske, 1986, Personality and loneliness, Personality Individ. Differ., 7, 899, 10.1016/0191-8869(86)90091-7 Sherry, 2006, Video game uses and gratifications as predictors of use and game preference, 213 Solano, 1989, Loneliness and communications problems: subjective anxiety or objective skills?, Pers. Soc. Psychol. Bull., 15, 126, 10.1177/0146167289151012 Storey, 1999, Childhood abuse and self-regulation: risk factors for heroin addiction, Dissertation Abstracts Int. Sect. B: Sci. Eng., 59, 3717 Tangney, 2004, High self-control predicts good adjustment, less pathology, better grades, and interpersonal success, J. Pers., 72, 271, 10.1111/j.0022-3506.2004.00263.x Tencent, 2014. The Investigation of Mobile Game Users in 2014. Retrieved from <http://www.techxue.com/techxue-8015-1.html> (July 25). Thomée, 2011, Mobile phone use and stress, sleep disturbances, and symptoms of depression among young adults – a prospective cohort study, BMC Public Health, 11, 66, 10.1186/1471-2458-11-66 van Reijmersdal, 2013, Why girls go pink: game character identification and game-players” motivations, Comput. Hum. Behav., 29, 2640, 10.1016/j.chb.2013.06.046 Vitkus, 1987, Poor social performance of lonely people: lacking a skill or adopting a role?, J. Pers. Soc. Psychol., 52, 1266, 10.1037/0022-3514.52.6.1266 Walker, 1991, Gratifications of grazing: an exploratory study of remote control use, Journalism Q., 68, 422, 10.1177/107769909106800313 Walsh, 2014, Candy Crush’s puzzling mathematics: this simple game has deceptively difficult computational problems behind it, which might be why it is so addictive, Am. Sci., 102, 430, 10.1511/2014.111.430 Wei, 2014, Why do people play mobile social games? An examination of network externalities and of uses and gratifications, Internet Res., 24, 313, 10.1108/IntR-04-2013-0082 Wu, 2010, Falling in love with online games: the uses and gratifications perspective, Comput. Hum. Behav., 26, 1862, 10.1016/j.chb.2010.07.033 Wo, 2003, Factors influencing Internet addiction tendency among middle school students in Gyeong-buk area, Taehan Kanho Hakhoe Chi, 33, 1135 WSJ Staff, 2013. Why 15million People are Addicted to Candy Crush [Video File]. Retrieved from <http://blogs.wsj.com/digits/2013/05/22/why-15-million-people-are- addicted-to-candy-crush/> (May 22). Yee, 2006, The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments, Presence, 15, 309, 10.1162/pres.15.3.309 Young, 1996 Young, 1998, Internet addiction: the emergence of a new clinical disorder, Cyberpsychol. Behav., 1, 237, 10.1089/cpb.1998.1.237 Zhou, 2012, Gratifications, loneliness, leisure boredom, and self-esteem as predictors of SNS-game addiction and usage pattern among Chinese college students, Int. J. Cyber Behav. Psychol. Learn., 2, 34, 10.4018/ijcbpl.2012100103