Psychological predictors of problematic involvement in massively multiplayer online role-playing games: illustration in a sample of male cybercafé players

Psychopathology. 2011;44(3):165-71. doi: 10.1159/000322525. Epub 2011 Mar 7.

Abstract

Background: Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of players interact with one another in a persistent virtual world. MMORPGs can become problematic and result in negative outcomes in daily living (e.g. loss of control on gaming behaviors, compromised social and individual quality of life). The aim of the present study is to investigate psychological predictors of problematic involvement in MMORPGs.

Sampling and methods: Fifty-four males who played MMORPGs regularly were recruited in cybercafés and screened using the UPPS Impulsive Behavior Scale (which assesses 4 facets of impulsivity) and the Motivation to Play Online Questionnaire (which assesses personal motives to play online). Negative consequences due to excessive time spent on the Internet were assessed with the Internet Addiction Test.

Results: Multiple regression analysis showed that problematic use of MMORPGs is significantly predicted by: (1) high urgency (b = 0.45), and (2) a motivation to play for immersion (b = 0.35).

Conclusion: This study showed that, for certain individuals (who are characterized by a proneness to act rashly in emotional contexts and motivated to play to be immersed in a virtual world), involvement in MMORPGs can become problematic and engender tangible negative consequences in daily life.

MeSH terms

  • Adolescent
  • Adult
  • Behavior, Addictive / psychology*
  • Humans
  • Impulsive Behavior / psychology
  • Internet*
  • Male
  • Motivation
  • Social Control, Informal*
  • Surveys and Questionnaires
  • Video Games / psychology*