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Understanding the development of problematic use of massively multiplayer online game

Zach W. Y. Lee, Christy M. K. Cheung, Tommy K. H. Chan

Research output: Chapters, Conference Papers, Creative and Literary WorksRGC 32 - Refereed conference paper (with host publication)peer-review

Abstract

Online gaming has become one of the most popular forms of online leisure activity today. Massively multiplayer online game (MMOG), being highly persistent and immersive, is however often presented as being potentially dangerous of leading to problematic use. Despite a rising concern over this emerging societal challenge, the theoretical understanding of problematic use of MMOG is lacking in the information systems literature. Therefore, the objective of this study is to propose and empirically test a theory-guided model that explains the development of problematic use of MMOG. We built our research model on the hedonic management model of addictions, and explained the role of mood modification and deficient self-regulation in the development of problematic use of MMOG. We will validate the research model using longitudinal survey design and structural equation modeling approach. We believe that the current work presents significant implications to both research and practice.
Original languageEnglish
Title of host publicationICIS 2014 Proceedings
PublisherAssociation for Information Systems
Publication statusPublished - Dec 2014
Externally publishedYes
Event35th International Conference on Information Systems (ICIS 2014): Building a Better World Through Information Systems - Auckland, New Zealand
Duration: 14 Dec 201417 Dec 2014
http://archives.aisconferences.org/icis2014/
http://icis2014.aisnet.org/

Conference

Conference35th International Conference on Information Systems (ICIS 2014)
Abbreviated titleICIS2014
PlaceNew Zealand
CityAuckland
Period14/12/1417/12/14
Internet address

Funding

The authors acknowledge with gratitude the generous support of the Hong Kong Baptist University for the project (SDF064) without which the timely production of the current publication would not have been feasible.

Research Keywords

  • Deficient self-regulation
  • Hedonic IS
  • Massively multiplayer online game
  • Mood modification
  • Problematic use of IS/IT
  • Technology addiction

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