Relationship between Game Addiction and Gamification User Types
Yıl 2023,
, 20 - 32, 26.10.2023
Murat Topal
,
Mehmet Barış Horzum
,
Özcan Erkan Akgün
Öz
The study focuses on exploring the effects of three variables — gender, age, and gamification user types — on digital game addiction. The study enrolled a total of 422 first-year students – freshman- of a Turkish university in the Fall semester of the 2018–2019. The study employed two scales: The Turkish version of the “Gamification User Types Hexad Scale” (GUTHS) and the “Computer Game Addiction Scale” (CGAS). Data were analyzed by means of hierarchical regression analysis. In the first model, gender was found to be a significant predictor of digital game addiction. In the second model it was found that gender and being a “philanthropist” or a “player” according to the GUTHS were the significant predictors of digital game addiction. Being a male and being a “player” positively predicted digital game addition whereas being a “philanthropist” negatively predicted digital game addiction. In brief, males and “players” are more prone to digital game addiction than females and “philanthropists.”. Further research is needed to investigate the persistence or variation of these profiles in people, the sub-variables associated or not associated with game addiction, the relationship of these variables with gaming addiction and positive psychological factors such as socialization, and the impact of career or other environmental variables on these relationships.
Kaynakça
- Akgün, Ö. E., & Topal, M. (2018). Adaptation of the Gamification User Types Hexad Scale into Turkish. International Journal of Assessment Tools in Education, 5(3), 389-402. https://dx.doi.org/10.21449/ijate.379139
- Ayas, T., Çakır, Ö., & Horzum, M. B. (2011). Ergenler İçin Bilgisayar Bağımlılığı Ölçeği [Computer Addiction Scale for Adolescents]. Kastamonu Eğitim Dergisi, 19(2), 439-448. https://dergipark.org.tr/en/download/article-file/817448
- Barnett, J., & Coulson, M. (2010). Virtually real: A psychological perspective on massively multiplayer online games. Review of General Psychology, 14(2), 167-179. https://doi.org/10.1037/a0019442
- Batthyány, D., Müller, K. W., Benker, F., & Wölfling, K. (2009). Computer game playing: clinical characteristics of dependence and abuse among adolescents. Wiener Klinische Wochenschrift, 121, 502-509. https://doi.org/10.1007/s00508-009-1198-3
- Billieux, J., Van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D., & Thorens, G. (2013). Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth. Computers in Human Behavior, 29(1), 103-109. https://doi.org/10.1016/j.chb.2012.07.021
- Çakir, Ö., Ayas. T., & Horzum, M. B. (2011). An investigation of university students’ internet and game addiction with respect to several variables. Ankara University Journal of Faculty of Educational Sciences (JFES), 44(2), 95-118. https://doi.org/10.1501/Egifak_0000001226
- Chou, C., & Tsai, M. J. (2007). Gender differences in Taiwan high school students’ computer game playing. Computers in human behavior, 23(1), 812-824. https://doi.org/10.1016/j.chb.2004.11.011
- Chou, T. J., & Ting, C. C. (2003). The role of flow experience in cyber-game addiction. CyberPsychology & Behavior, 6(6), 663-675. https://doi.org/10.1089/109493103322725469
- Dindar, M., & Akbulut, Y. (2014). Motivational characteristics of Turkish MMORPG players. Computers in Human Behavior, 33, 119-125. https://doi.org/10.1016/j.chb.2014.01.016
- Dring, C. (2020). What is happening with digital game sales during coronavirus: GamesIndustry.biz analyses the latest figures from GSD. https://www.gamesindustry.biz/articles/2020-03-28-what-is-happening-with-video-game-sales-during-coronavirus
- Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). Building an MMO with mass appeal: A look at gameplay in World of Warcraft. Games and Culture, 1(4), 281-317. https://dx.doi.org/10.1177/1555412006292613
- ESA. (2019). Entertainment Software Association. Essential Facts About The Computer and Video-Game Industry. https://www.theesa.com/esa-research/2019-essential-facts-about-the-computer-and-video-game-industry/
- Ghuman, D., & Griffiths, M. (2012). A cross-genre study of online gaming: Player demographics, motivation for play, and social interactions among players. International Journal of Cyber Behavior, Psychology and Learning (IJCBPL), 2(1), 13-29. https://dx.doi.org/10.4018/ijcbpl.2012010102
- Greenberg, B. S., Sherry, J., Lachlan, K., Lucas, K., & Holmstrom, A. (2010). Orientations to video games among gender and age groups. Simulation & Gaming, 41(2), 238-259. https://dx.doi.org/10.1177/1046878108319930
- Griffiths, M., Kuss, D., & King, D. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, 8(4), 308-318. https://doi.org/10.2174/157340012803520414
- Han, D. H., Hwang, J. W., & Renshaw, P. F. (2010). Bupropion sustained release treatment decreases craving for video games and cue-induced brain activity in patients with Internet video game addiction. Experimental and Clinical Psychopharmacology, 18(4), 297–304. https://doi.org/10.1037/a0020023
- Hsu, S. H., Wen, M. H., & Wu, M. C. (2009). Exploring user experiences as predictors of MMORPG addiction. Computers & Education, 53(3), 990-999. https://doi.org/10.1016/j.compedu.2009.05.016
- Hussain, Z., Williams, G. A., & Griffiths, M. D. (2015). An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games. Computers in Human Behavior, 50, 221-230. https://doi.org/10.1016/j.chb.2015.03.075
- Kim, D. J., Kim, K., Lee, H. W., Hong, J. P., Cho, M. J., Fava, M., ... & Jeon, H. J. (2017). Internet game addiction, depression, and escape from negative emotions in adulthood: a nationwide community sample of Korea. The Journal of nervous and mental disease, 205(7), 568-573. https://dx.doi.org/10.1097/NMD.0000000000000698
- Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European psychiatry, 23(3), 212-218. https://doi.org/10.1016/j.eurpsy.2007.10.010
- King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2013). Trajectories of problem video gaming among adult regular gamers: an 18-month longitudinal study. Cyberpsychology, behavior, and social networking, 16(1), 72-76. https://doi.org/10.1089/cyber.2012.0062
- Ko, C. H., Liu, G. C., Hsiao, S., Yen, J. Y., Yang, M. J., Lin, W. C., ... & Chen, C. S. (2009). Brain activities associated with gaming urge of online gaming addiction. Journal of psychiatric research, 43(7), 739-747. https://doi.org/10.1016/j.jpsychires.2008.09.012
- Kubey, R. W., Lavin, M. J., & Barrows, J. R. (2001). Internet use and collegiate academic performance decrements: Early findings. Journal of communication, 51(2), 366-382. https://doi.org/10.1111/j.1460-2466.2001.tb02885.x
- Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International journal of mental health and addiction, 10, 278-296. https://doi.org/10.1007/s11469-011-9318-5
- Kuss, D. J., Louws, J., & Wiers, R. W. (2012). Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games. Cyberpsychology, Behavior, and Social Networking, 15(9), 480-485. https://doi.org/10.1089/cyber.2012.0034
- Lehenbauer-Baum, M., Klaps, A., Kovacovsky, Z., Witzmann, K., Zahlbruckner, R., & Stetina, B. U. (2015). Addiction and engagement: An explorative study toward classification criteria for internet gaming disorder. Cyberpsychology, Behavior, and Social Networking, 18(6), 343-349. https://doi.org/10.1089/cyber.2015.0063
- Lemola, S., Brand, S., Vogler, N., Perkinson-Gloor, N., Allemand, M., & Grob, A. (2011). Habitual computer game playing at night is related to depressive symptoms. Personality and individual differences, 51(2), 117-122. https://doi.org/10.1016/j.paid.2011.03.024
- Marczewski A. C. (2015). User types. In Even ninja monkeys like to play: Gamification, Game Thinking and Motivational Design. A.C. Marczewski (Ed.) (pp. 65-80) CreateSpace Independent Publishing Platform.
- Ng, B. D., & Wiemer-Hastings (2005). Addiction to the Internet and online gaming. CyberPsychology & Behaviour, 8(2), 110-113. https://doi.org/10.1089/cpb.2005.8.110
- Pala, F. K., & Erdem, M. (2011). Dijital oyun tercihi ve oyun tercih nedeni ile Cinsiyet, sinif düzeyi ve öğrenme stili arasindaki ilişkiler üzerine bir çalişma. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi, 12(2), 53-71. https://dergipark.org.tr/en/pub/kefad/issue/59495/855160
- Perez, M. (2020). Digital games are being played at record levels as the coronavirus keeps people indoors. https://www.forbes.com/sites/mattperez/2020/03/16/video-games-arebeing-played-at-record-levels-as-the-coronavirus-keepspeople-indoors/#70eb644e57ba
- Rau, P. L. P., Peng, S. Y., & Yang, C. C. (2006). Time distortion for expert and novice online game players. CyberPsychology & Behavior, 9(4), 396-403. https://doi.org/10.1089/cpb.2006.9.396
- Rehbein, F., Staudt, A., Hanslmaier, M., & Kliem, S. (2016). Video game playing in the general adult population of Germany: Can higher gaming time of males be explained by gender specific genre preferences? Computers in human behavior, 55, 729-735. https://doi.org/10.1016/j.chb.2015.10.016
- Toker, S., & Baturay, M. H. (2016). Antecedents and consequences of game addiction. Computers in Human Behavior, 55, 668-679. https://doi.org/10.1016/j.chb.2015.10.002
- Tondello, G. F., Wehbe, R. R., Diamond, L., Busch, M., Marczewski, A., & Nacke, L. E. (2016). The gamification user types Hexad scale. CHI PLAY 2016-Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 229–243.
- Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J., & Van De Mheen, D. (2011). Online video game addiction: identification of addicted adolescent gamers. addiction, 106(1), 205-212. https://doi.org/10.1111/j.1360-0443.2010.03104.x
- Vollmer, C., Randler, C., Horzum, M. B., & Ayas, T. (2014). Computer game addiction in adolescents and its relationship to chronotype and personality. Sage Open, 4(1), 2158244013518054. https://dx.doi.org/10.1177/2158244013518054
- Wei, H., & Chen, M. Huang, P., & Bai, Y. (2012). The association between online gaming, social phobia, and depression: An Internet survey. BMC Psychiatry, 28, 12-92. https://doi.org/10.1186/1471-244X-12-92
- Wijman, T. (2018). Newzoo’s 2018 Report: Insights Into the $137.9 Billion Global Games Market. https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/
- Wood, R. T., Griffiths, M. D., & Parke, J. (2007). Acquisition, development, and maintenance of online poker playing in a student sample. Cyberpsychology & behavior, 10(3), 354-361. https://doi.org/10.1089/cpb.2006.9944
- Wood, R. T., & Griffiths, M. D. (2007). A qualitative investigation of problem gambling as an escape‐based coping strategy. Psychology and Psychotherapy: theory, research and practice, 80(1), 107-125. https://doi.org/10.1348/147608306X107881
- Wood, R. T., Gupta, R., Derevensky, J. L., & Griffiths, M. (2004). Video game playing and gambling in adolescents: Common risk factors. Journal of Child & Adolescent Substance Abuse, 14(1), 77-100. https://doi.org/10.1300/J029v14n01_05
- Young, K. (2009). Understanding online gaming addiction and treatment issues for adolescents. The American journal of family therapy, 37(5), 355-372. https://doi.org/10.1080/01926180902942191
Yıl 2023,
, 20 - 32, 26.10.2023
Murat Topal
,
Mehmet Barış Horzum
,
Özcan Erkan Akgün
Kaynakça
- Akgün, Ö. E., & Topal, M. (2018). Adaptation of the Gamification User Types Hexad Scale into Turkish. International Journal of Assessment Tools in Education, 5(3), 389-402. https://dx.doi.org/10.21449/ijate.379139
- Ayas, T., Çakır, Ö., & Horzum, M. B. (2011). Ergenler İçin Bilgisayar Bağımlılığı Ölçeği [Computer Addiction Scale for Adolescents]. Kastamonu Eğitim Dergisi, 19(2), 439-448. https://dergipark.org.tr/en/download/article-file/817448
- Barnett, J., & Coulson, M. (2010). Virtually real: A psychological perspective on massively multiplayer online games. Review of General Psychology, 14(2), 167-179. https://doi.org/10.1037/a0019442
- Batthyány, D., Müller, K. W., Benker, F., & Wölfling, K. (2009). Computer game playing: clinical characteristics of dependence and abuse among adolescents. Wiener Klinische Wochenschrift, 121, 502-509. https://doi.org/10.1007/s00508-009-1198-3
- Billieux, J., Van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D., & Thorens, G. (2013). Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth. Computers in Human Behavior, 29(1), 103-109. https://doi.org/10.1016/j.chb.2012.07.021
- Çakir, Ö., Ayas. T., & Horzum, M. B. (2011). An investigation of university students’ internet and game addiction with respect to several variables. Ankara University Journal of Faculty of Educational Sciences (JFES), 44(2), 95-118. https://doi.org/10.1501/Egifak_0000001226
- Chou, C., & Tsai, M. J. (2007). Gender differences in Taiwan high school students’ computer game playing. Computers in human behavior, 23(1), 812-824. https://doi.org/10.1016/j.chb.2004.11.011
- Chou, T. J., & Ting, C. C. (2003). The role of flow experience in cyber-game addiction. CyberPsychology & Behavior, 6(6), 663-675. https://doi.org/10.1089/109493103322725469
- Dindar, M., & Akbulut, Y. (2014). Motivational characteristics of Turkish MMORPG players. Computers in Human Behavior, 33, 119-125. https://doi.org/10.1016/j.chb.2014.01.016
- Dring, C. (2020). What is happening with digital game sales during coronavirus: GamesIndustry.biz analyses the latest figures from GSD. https://www.gamesindustry.biz/articles/2020-03-28-what-is-happening-with-video-game-sales-during-coronavirus
- Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). Building an MMO with mass appeal: A look at gameplay in World of Warcraft. Games and Culture, 1(4), 281-317. https://dx.doi.org/10.1177/1555412006292613
- ESA. (2019). Entertainment Software Association. Essential Facts About The Computer and Video-Game Industry. https://www.theesa.com/esa-research/2019-essential-facts-about-the-computer-and-video-game-industry/
- Ghuman, D., & Griffiths, M. (2012). A cross-genre study of online gaming: Player demographics, motivation for play, and social interactions among players. International Journal of Cyber Behavior, Psychology and Learning (IJCBPL), 2(1), 13-29. https://dx.doi.org/10.4018/ijcbpl.2012010102
- Greenberg, B. S., Sherry, J., Lachlan, K., Lucas, K., & Holmstrom, A. (2010). Orientations to video games among gender and age groups. Simulation & Gaming, 41(2), 238-259. https://dx.doi.org/10.1177/1046878108319930
- Griffiths, M., Kuss, D., & King, D. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, 8(4), 308-318. https://doi.org/10.2174/157340012803520414
- Han, D. H., Hwang, J. W., & Renshaw, P. F. (2010). Bupropion sustained release treatment decreases craving for video games and cue-induced brain activity in patients with Internet video game addiction. Experimental and Clinical Psychopharmacology, 18(4), 297–304. https://doi.org/10.1037/a0020023
- Hsu, S. H., Wen, M. H., & Wu, M. C. (2009). Exploring user experiences as predictors of MMORPG addiction. Computers & Education, 53(3), 990-999. https://doi.org/10.1016/j.compedu.2009.05.016
- Hussain, Z., Williams, G. A., & Griffiths, M. D. (2015). An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games. Computers in Human Behavior, 50, 221-230. https://doi.org/10.1016/j.chb.2015.03.075
- Kim, D. J., Kim, K., Lee, H. W., Hong, J. P., Cho, M. J., Fava, M., ... & Jeon, H. J. (2017). Internet game addiction, depression, and escape from negative emotions in adulthood: a nationwide community sample of Korea. The Journal of nervous and mental disease, 205(7), 568-573. https://dx.doi.org/10.1097/NMD.0000000000000698
- Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European psychiatry, 23(3), 212-218. https://doi.org/10.1016/j.eurpsy.2007.10.010
- King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2013). Trajectories of problem video gaming among adult regular gamers: an 18-month longitudinal study. Cyberpsychology, behavior, and social networking, 16(1), 72-76. https://doi.org/10.1089/cyber.2012.0062
- Ko, C. H., Liu, G. C., Hsiao, S., Yen, J. Y., Yang, M. J., Lin, W. C., ... & Chen, C. S. (2009). Brain activities associated with gaming urge of online gaming addiction. Journal of psychiatric research, 43(7), 739-747. https://doi.org/10.1016/j.jpsychires.2008.09.012
- Kubey, R. W., Lavin, M. J., & Barrows, J. R. (2001). Internet use and collegiate academic performance decrements: Early findings. Journal of communication, 51(2), 366-382. https://doi.org/10.1111/j.1460-2466.2001.tb02885.x
- Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International journal of mental health and addiction, 10, 278-296. https://doi.org/10.1007/s11469-011-9318-5
- Kuss, D. J., Louws, J., & Wiers, R. W. (2012). Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games. Cyberpsychology, Behavior, and Social Networking, 15(9), 480-485. https://doi.org/10.1089/cyber.2012.0034
- Lehenbauer-Baum, M., Klaps, A., Kovacovsky, Z., Witzmann, K., Zahlbruckner, R., & Stetina, B. U. (2015). Addiction and engagement: An explorative study toward classification criteria for internet gaming disorder. Cyberpsychology, Behavior, and Social Networking, 18(6), 343-349. https://doi.org/10.1089/cyber.2015.0063
- Lemola, S., Brand, S., Vogler, N., Perkinson-Gloor, N., Allemand, M., & Grob, A. (2011). Habitual computer game playing at night is related to depressive symptoms. Personality and individual differences, 51(2), 117-122. https://doi.org/10.1016/j.paid.2011.03.024
- Marczewski A. C. (2015). User types. In Even ninja monkeys like to play: Gamification, Game Thinking and Motivational Design. A.C. Marczewski (Ed.) (pp. 65-80) CreateSpace Independent Publishing Platform.
- Ng, B. D., & Wiemer-Hastings (2005). Addiction to the Internet and online gaming. CyberPsychology & Behaviour, 8(2), 110-113. https://doi.org/10.1089/cpb.2005.8.110
- Pala, F. K., & Erdem, M. (2011). Dijital oyun tercihi ve oyun tercih nedeni ile Cinsiyet, sinif düzeyi ve öğrenme stili arasindaki ilişkiler üzerine bir çalişma. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi, 12(2), 53-71. https://dergipark.org.tr/en/pub/kefad/issue/59495/855160
- Perez, M. (2020). Digital games are being played at record levels as the coronavirus keeps people indoors. https://www.forbes.com/sites/mattperez/2020/03/16/video-games-arebeing-played-at-record-levels-as-the-coronavirus-keepspeople-indoors/#70eb644e57ba
- Rau, P. L. P., Peng, S. Y., & Yang, C. C. (2006). Time distortion for expert and novice online game players. CyberPsychology & Behavior, 9(4), 396-403. https://doi.org/10.1089/cpb.2006.9.396
- Rehbein, F., Staudt, A., Hanslmaier, M., & Kliem, S. (2016). Video game playing in the general adult population of Germany: Can higher gaming time of males be explained by gender specific genre preferences? Computers in human behavior, 55, 729-735. https://doi.org/10.1016/j.chb.2015.10.016
- Toker, S., & Baturay, M. H. (2016). Antecedents and consequences of game addiction. Computers in Human Behavior, 55, 668-679. https://doi.org/10.1016/j.chb.2015.10.002
- Tondello, G. F., Wehbe, R. R., Diamond, L., Busch, M., Marczewski, A., & Nacke, L. E. (2016). The gamification user types Hexad scale. CHI PLAY 2016-Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 229–243.
- Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J., & Van De Mheen, D. (2011). Online video game addiction: identification of addicted adolescent gamers. addiction, 106(1), 205-212. https://doi.org/10.1111/j.1360-0443.2010.03104.x
- Vollmer, C., Randler, C., Horzum, M. B., & Ayas, T. (2014). Computer game addiction in adolescents and its relationship to chronotype and personality. Sage Open, 4(1), 2158244013518054. https://dx.doi.org/10.1177/2158244013518054
- Wei, H., & Chen, M. Huang, P., & Bai, Y. (2012). The association between online gaming, social phobia, and depression: An Internet survey. BMC Psychiatry, 28, 12-92. https://doi.org/10.1186/1471-244X-12-92
- Wijman, T. (2018). Newzoo’s 2018 Report: Insights Into the $137.9 Billion Global Games Market. https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/
- Wood, R. T., Griffiths, M. D., & Parke, J. (2007). Acquisition, development, and maintenance of online poker playing in a student sample. Cyberpsychology & behavior, 10(3), 354-361. https://doi.org/10.1089/cpb.2006.9944
- Wood, R. T., & Griffiths, M. D. (2007). A qualitative investigation of problem gambling as an escape‐based coping strategy. Psychology and Psychotherapy: theory, research and practice, 80(1), 107-125. https://doi.org/10.1348/147608306X107881
- Wood, R. T., Gupta, R., Derevensky, J. L., & Griffiths, M. (2004). Video game playing and gambling in adolescents: Common risk factors. Journal of Child & Adolescent Substance Abuse, 14(1), 77-100. https://doi.org/10.1300/J029v14n01_05
- Young, K. (2009). Understanding online gaming addiction and treatment issues for adolescents. The American journal of family therapy, 37(5), 355-372. https://doi.org/10.1080/01926180902942191