Online Gaming Dependency: A Preliminary Study in China
Wei Peng, Ph.D. and Ming Liu, M.A.
Abstract Based on theories and previous studies on problematic Internet use, we propose a model to better understand the contributors to and consequences of online gaming dependency. A preliminary study was conducted through a survey of online gamers in China. The results of path analysis found that maladaptive cognitions, shyness, and depression are positively related to online gaming dependency. Online gaming dependency was also positively related to different types of negative life outcomes. The ndings of this study have implications for the prevention and treatment of addictive online gaming. Introduction W ith the rapid penetration of broadband Internet access, online gaming is becoming increasingly popu- lar in China. The percentage of online game players among Internet users has increased from18.1%(11 million) in 2003 to 59.3% (120 million) in 2008. 1,2 According to a recent national survey of online game players in China, 3 19.5% of the players play online games for 5 to 8 hours per day, and 22.4% play more than 8 hours per day. 4 Amajority of online game players (82.9 %) reported that online gaming had negative impact on their personal life, work, or academic performance, suggest- ing that research on this phenomenon is needed. The main purpose of this study is to examine online gaming dependency and identify its contributors and con- sequences. Maladaptive cognitionsa construct imported from Daviss cognitive-behavioral model of pathological Internet use (PIU) 5 as well as shyness and depression variables shown to contribute to Internet dependency 69
were hypothesized to be the contributors of online gaming
dependency. The relationships between online gaming de- pendency and three types of negative life consequences (i.e., physical problems, personal life problems, and academic= professional problems) were also investigated. Online gaming dependency Over the last decade, a great deal of research focusing on excessive or problematic Internet use has been conducted. However, investigation of this issue in the context of specic Internet applications is very limited. Recent research dem- onstrates that online gaming is one of the most likely reasons for compulsive Internet use among various online activities, 10 suggesting that more focus on this particular Internet use is especially important. In the current study, we dene online gaming dependency as a psychological state characterized by psychological dis- comfort experienced by online gamers when they are unable to play online games as they wish. 1114 A few standardized instruments have been developed to assess addictive Internet use. The operationalization of the online gaming dependency construct was established by adapting items in prior research on Internet dependency to the specic context of online gam- ing, and the items were focused on the psychological di- mension. Items regarding negative behavioral outcomes were excluded. Contributors of online gaming dependency Maladaptive cognitions. Davis 5 introduced a cognitive- behavioral model of PIU that emphasizes the individuals cognitions or beliefs as the key factor preceding and leading to the symptoms of Internet dependency. According to this model, maladaptive cognitions, dened as cognitive distor- tions about the self and the world, play a critical role as a proximal and sufcient cause of PIU symptoms. One type of distorted thoughts about the self is rumination (constantly thinking and worrying about ones excessive Internet usage, which reinforces memories about the Internet). Other types of maladaptive cognitions include extreme self-concepts favor- ing the online self (e.g., I am worthless ofine, but in the online world I am someone) and distorted thoughts that favor the online world over the ofine world (e.g., The on- line world is the only place I am respected; The Internet is my only friend). Davis suggested that the maladaptive cognitions characterized by this all-or-nothing thinking di- rectly lead to and intensify the individuals PIU. In our proposed model, maladaptive cognitions refer to online gamers cognitive distortions about the self and the world. For example, by creating and controlling avatars that Telecommunication, Information Studies and Media, Michigan State University, East Lansing, Michigan. CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING Volume 13, Number 3, 2010 Mary Ann Liebert, Inc. DOI: 10.1089=cyber.2009.0082 329 can accomplish various tasks in the games, online gamers may perceive that they are much more valuable and suc- cessful in the virtual online game world than in the ofine real world, which may lead to unpleasant feelings if online gaming is suddenly unavailable to them. Online game play- ers may also develop a cognitive bias that they are better treated by others in the virtual online game world than in the real world. When they are unable to play online games as they want to, psychological discomfort or unsatisfaction is likely to follow. Therefore, H1: Maladaptive cognitions will be positively related to online gaming dependency. Shyness. Shyness is dened as ones discomfort (e.g., tension, concern, feeling awkward) and inhibition of nor- mally expected social behavior when being with strangers or casual acquaintances. 15 Shy people tend to be psychologically insecure and anxious about being evaluated or rejected by others in face-to-face social interactions. 9,15 In computer- mediated communication environments, shy people are very likely to feel less inhibited due to anonymity and the lack of physical presence and social cues. 9,16 Stritzke et al.s study 16 found that shy and nonshy people (in ofine contexts) were signicantly different in terms of rejection sensitivity, initi- ating relationships, and self-disclosure. However, in the on- line context, those differences no longer existed. Online social interactions can be especially appealing and important for shy Internet users who otherwise may have their social needs unmet. When online interactions become the primary way for shy people to socialize with others, a psychological dependency on the Internet or specic online activities may occur. Some research already supports this proposition. One study on Internet dependency among young adults in Hong Kong, China 9 found that shyness was positively associated with participants tendency toward Internet dependency (r 0.20). In addition, shyer people were reported to be more likely to get involved in online relationships. 7 It is also suggested by some researchers that shy people tend to use the Internet for its recreational func- tion. 9,17,18 In fact, recreation and communication are the core components of online games. For some types of online games such as massively multiplayer online games, recreation and communication are even perfectly mixed, and shy people are likely prone to become dependent on them. Therefore, H2: Shyness will be positively related to online gaming dependency. Depression. Davis 5 proposed that psychosocial prob- lems, such as depression, might render an individual espe- cially vulnerable to dependency on the Internet. Caplan 8 further explained that people with psychosocial problems tend to perceive online social interaction to be less threaten- ing than similar face-to-face communication and thus de- velop a preference for the former. Depressed people may be especially attentive to media content that can lessen their dysphoria. 19 Because online games are typically rich in enter- taining and fantasy content and provide players with un- limited chances of interacting with others and having new experiences different from those in reality, online games seem to be especially appealing to depressed individuals. Once they use online gaming as a major means to relieve depres- sion, dependent online game usage is likely to take place. In addition, research shows that depression may also interact with self-regulation, which may lead to problematic or de- pendent use of online games. 20 Therefore, H3: Depression will be positively related to online gaming dependency. Negative consequences Many scholars have examined the negative life conse- quences associated with dependent Internet use. 11,21,22 With a specic application of the Internetonline gamesNg and Wiemer-Hastings 23 found that online game players encoun- tered more usage problems than ofine video game players, including playing for more than 8 continuous hours, losing sleep, being told that they spend too much time playing, spending less time with ofine friends, and valuing ofine social relationships less. In the current study, we focused on the three most frequent types of problems resulting from on- line gaming based on previous research: physical problems (i.e., fatigue, physical pain, reducing sleep time, skipping meals), personal life problems (i.e., conicts with friends or family, lower social engagement, decreased time management skills), and academic=professional problems (i.e., missing work or school, deteriorated grades), 11,22,24,25 Based on the previous empirical observations regarding negative outcomes of Internet use, we propose the following hypotheses: H4: Online gaming dependency will be positively related to physical problems. H5: Online gaming dependency will be positively related to personal life problems. H6: Online gaming dependency will be positively related to academic=professional problems. Methods Procedure and participants Snowball sampling was employed to recruit participants in the current study. The URL to an online anonymous survey on Surveymonkey.com was rst sent via e-mail to 26 Chinese online game players known by the researchers. Those indi- viduals were asked to participate and distribute the URL link to all the online game players they know online and ofine. Informed consent was obtained before they began the survey. A total of 166 online gamers in China participated. Re- sponses from 35 of them were excluded due to incomplete answers or lower data quality. Of the included 131 partici- pants, 63% were male and 33% were female, and the gender of 5 people (4%) was undisclosed. The average age of par- ticipants was 26 years old. Occupations of the participants included students (38%), IT or media professionals (19%), sales and service (14%), ofce clerks (6%), executives (2%), agriculture-related jobs (2%), and others (19%). Additionally, 78% of participants had a college degree or were enrolled in college. On average, participants had a 6-year or so history of playing online games (SD2.79). The average number of 330 PENG AND LIU hours they spent gaming on a typical workday was 3.06 (SD2.60) andon a typical weekenddaywas 5.00 (SD3.91). The most popular online games played by the participants were massively multiplayer online role-playing games (e.g., World of Warcraft, Fantasy of the Journal West) and casual games (e.g., Popkart car racing game). Measures Six items were used in the current study to assess online gaming dependency. Items were adapted from scales 2426 used in previous Internet studies. Only those relevant psycho- logical items were included to measure online gaming de- pendency. Items related to negative behavioral outcomes were not included to avoid confounding with negative life consequences. Example items include I feel preoccupied with online gaming and I feel lost if cant play my online game. Participants indicated their agreement on those items using a 7-point Likert scale (a 0.93, M2.94, SD1.15). Maladaptive cognitions were measured with ve items on a 7-point Likert scale. Four items were adapted from the ex- amples used by Davis 5 to illustrate maladaptive cognitions associated with PIU, such as I am worthless ofine, but in the online game world I am someone. One item regarding rumination was created by the authors based on the deni- tion of this construct: I keep thinking that its a problem for me to play online games too much. (a 0.74, M2.97, SD1.11). Shyness was measured using the 9-item shyness scale by Cheek and Buss 15 (a 0.89, M3.28, SD1.22). The general level of depression was measured with the 7-item short form of the Center for Epidemiological Studies De- pression Scale 27 (a 0.90, M1.65, SD0.64). Three types of problems associated with online gaming were measured with items adapted from previous Internet dependency studies. 2426 The physical problems scale included six items to measure physical healthrelated problems, such as fatigue, aches, and skipping meals (a 0.81, M3.96, SD1.22). The measure of personal life problems involved six items covering aspects of time management, interpersonal relationships, spending money, and so on (a 0.80, M3.19, SD1.20). The construct of academic=professional problems was mea- sured with three items related to deteriorated academic or professional performance (a 0.81, M3.17, SD1.54). Results LISREL 8.80 was used to perform path analysis to test the proposed model (see Fig. 1). All of the constructs were modeled as observed variables. The hypothesized model resulted in an adequate and moderately good t ac- cording to the model t indices: w 2 (9) 13.65, p 0.14; root- mean-squared error of approximation (RMSEA) 0.06; standardized root mean of the residual 0.04; comparative t index 0.99; goodness of t index 0.97. All the paths were supported by the data and shown to be signicant. The R- square statistics indicated that 56% of the variance in online gaming dependency, 18% of the variance in physical prob- lems, 31% of the variance in personal life problems, and 28% of the variance in academic=professional problems were explained in the model. Discussion The current study employed previous research on prob- lematic Internet use to gain understanding of the contributors to and negative life consequences of psychological depen- dency on online game playing. Data collected from a pre- liminary study in China supported the acceptance of the proposed model and conrmed all the hypothesized rela- tionships. Maladaptive cognitions, shyness, and depression were found to be positively associated with online gaming dependency. The data also showed that online gaming de- pendency was positively related to three common types of the negative life outcomes: physical problems, personal life problems, and academic=professional problems. This study is one of the rst attempts to examine the online gaming dependency phenomenon in China using a theoreti- cal approach. The strong correlations between online gaming dependency and real-life problems suggest that online gam- ing with psychological dependency is likely to become a negative activity that results in various detrimental effects in ofine contexts. Even with a relatively low online gaming dependency, players may still experience some negative life consequences. The current study also provides empirical evidence that the cognitive variable maladaptive cognitions may be an im- portant antecedent of online gaming dependency, which is consistent with Daviss cognitive-behavioral model of PIU. 5 The nding suggests that for the prevention and treatment of online gaming dependency, it is critical for health profes- sionals to attend to the presence of maladaptive thoughts among online gamers. Different from other types of depen- dency, the amount of exposure may not be the deciding factor for media-related dependency. In fact, hierarchical multiple regression analysis revealed that the R-square value in- creased signicantly from 0.07 to 0.40 by adding the variable FIG. 1. Final model and standardized parameter estimates. *p <0.01; **p <0.001. ONLINE GAMING DEPENDENCY 331 of maladaptive cognitions on top of the control variables of gender and time spent on online game playing to predict online gaming dependency ( p <0.001). This nding further suggests that simply reducing the amount of time spent on online gaming may not be an effective solution to prevent or recover from dependent online gaming if the cognitive and psychological problems of the player still exist. The practical implication of this nding is that parents, teachers, and counselors should be aware of and pay enough attention to the psychological well-being as well as cognitions of the players they try to help. Several limitations of this study need to be acknowledged. First, this preliminary study used a relatively small sample. Although 131 reached the minimum requirement for path analysis, usually a larger sample size is preferred. 28 Second, the generalizability of the results toward other online gamers in China remains unclear due to the lack of a large and nationally representative sample. In future research, more effective approaches to reach and recruit online game players should be utilized. Third, with a cross-sectional design, it is impossible to determine causality in the current study. 29 Re- searchers need to conduct longitudinal studies to determine the causal relationships and explore the potential reciprocal associations among the constructs. Identifying the contribu- tors of maladaptive cognitions would also add valuable in- formation to this area of study. An interesting extension of the current study is to identify the predictors of maladaptive cognitions. We tested an al- ternative model wherein shyness and depression were modeled as the predictors of maladaptive cognitions, which in turn were predicted to be associated with online gaming dependency. However, the model resulted in a poor t to our data, w 2 (2) 43.64, p 0.00; RMSEA0.40. Further research is needed to identify the critical psychosocial variables that may directly predict maladaptive cognitions in the context of online gaming. The cognitive variable of preference for online social interactions might explain maladaptive cognitions. 8,29 This preference is characterized by beliefs that one will per- form better and feel better about oneself in online social in- teractions and relationships than in similar activities ofine. Caplan 8 also discussed possible explanations for the prefer- ence by reviewing previous literature on the advantages and attractiveness of computer-mediated interpersonal commu- nication versus face-to-face communication, such as greater anonymity, the presence of hyperpersonal communication, and decreased adherence to social norms. His survey of un- dergraduate students demonstrated that participants degree of preference for online social interaction is a signicant predictor of their problematic Internet use. This construct also implies a comparison and choice conducted by users between online and ofine social interactions and relationships. In the future, researchers need to draw on literature on both computer-mediated and face-to-face communication to in- vestigate the role of this particular preference in the mecha- nisms of dependent online gaming and Internet use. This study extends previous research on addictive media use by focusing on one particular Internet application: online games, which have signicant potential for dependency. This study investigated the cognitive and psychological anteced- ents and real-life consequences of online gaming dependency in China. Our model afrmed the critical role played by the cognitive and psychological variables that contribute to on- line gaming dependency. The data revealed that it is not just the time spent on playing online games: the cognitions and psychological status of the players play critical roles on neg- ative life consequences of online game playing. 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