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Article
Publication date: 24 December 2024

Sisi Wang, Dickson K. W. Chiu and Kevin K.W. Ho

With the widespread popularity of Esports, Esports game addiction has attracted wide attention. This research explores the causes of Esports game addiction among college students…

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Abstract

Purpose

With the widespread popularity of Esports, Esports game addiction has attracted wide attention. This research explores the causes of Esports game addiction among college students in Mainland China and the influence of specific participation motivation and self-control on college students’ Esports game addiction.

Design/methodology/approach

This research applied the organismic integration theory (OIT) instead of the basic psychological needs theory using Honor of Kings, the most popular Esports game in the form of multiplayer online battle arena (MOBA) among Chinese college students. A total of 339 completed questionnaires were finally analyzed. SmartPLS 2.0 M3 was used to perform the PLS-SEM analysis on the relationship between self-control, participation motivation and Esports game addiction.

Findings

Only introjected regulation and a motivation positively impacted Esports game addiction, while intrinsic motivation, integrated regulation, identified regulation and external regulation had surprisingly no effect on Esports game addiction.

Originality/value

Scant studies have explored Esports game addiction in MOBA games, especially in Asia. Results showed that parents, schools and society should consciously strengthen the education and exercise of students’ self-control ability to prevent Esports game addiction. Game developers should appropriately adjust game structures and functions to prevent college students from using them as social tools or games to escape reality.

Details

Aslib Journal of Information Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2050-3806

Keywords

Available. Open Access. Open Access
Article
Publication date: 12 February 2025

Tyler Prochnow and Megan S. Patterson

This study aims to examine how mental health symptoms and social support predict changes in online and in-person social networks among gamers over time. Although research has…

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Abstract

Purpose

This study aims to examine how mental health symptoms and social support predict changes in online and in-person social networks among gamers over time. Although research has explored how social networks influence mental health, less is known about how mental health shapes the evolution of social connections in gaming contexts where relationships can form and dissolve fluidly.

Design/methodology/approach

Adult gamers (n = 236) completed surveys at two time points approximately six months apart measuring mental health symptoms (depressive symptoms, anxiety), perceived social support and characteristics of both their in-person and gaming-based social networks. Partial least squares regression models examined how Time 1 mental health and support measures predicted changes in network characteristics while controlling for baseline network measures.

Findings

Results revealed distinct patterns of network evolution across contexts. Higher initial depressive symptoms predicted strengthening of in-person relationships but decreases in online relationship quality over time. Anxiety emerged as a particularly influential predictor of online network development, with higher baseline anxiety associated with decreased closeness, confiding behavior and positive interactions in gaming relationships. Strong initial gaming community integration predicted decreased quality of in-person relationships, suggesting potential competition between virtual and physical social spheres.

Originality/value

This study provides longitudinal examination of how mental health symptoms distinctly influence the evolution of social networks across online and offline contexts among gamers. The findings demonstrate that different symptoms show unique patterns of association with network development over time, challenging assumptions about gaming spaces serving as universally accessible social environments.

Details

Mental Health and Social Inclusion, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2042-8308

Keywords

Available. Open Access. Open Access
Article
Publication date: 21 November 2024

Jeanine Kirchner-Krath, Samanthi Dijkstra-Silva, Benedikt Morschheuser and Harald F.O. von Korflesch

Given the urgency of corporate engagement in sustainable development, companies seek ways to involve their employees in sustainability efforts. In this regard, gamified systems…

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Abstract

Purpose

Given the urgency of corporate engagement in sustainable development, companies seek ways to involve their employees in sustainability efforts. In this regard, gamified systems have gained attention as a novel tool to promote sustainable employee behavior. However, as the research field matures, researchers and practitioners are confronted with a scattered academic landscape that makes it difficult to grasp how gamification can be designed to engage employees in sustainable behavior and to understand how gamification effects unfold at psychological, behavioral and corporate levels of sustainability.

Design/methodology/approach

This paper uses a systematic literature review to consolidate the existing knowledge on gamification designs and their effects on sustainable employee behavior.

Findings

Studies have explored a variety of utilitarian and achievement-, immersion- and social-related gameful affordances to promote positive behavior- and system-related psychological effects as a basis for employee engagement in sustainable behavior. However, the evidence regarding their impact on rational decision-making processes and overcoming the intention-action gap inherent in sustainability is still limited. Nevertheless, several studies in focused areas indicate the potential to elicit behavioral changes that drive sustainability outcomes at the corporate level as well.

Originality/value

Our study provides three main contributions. First, we develop a conceptual framework that illustrates how gamification can drive sustainable behavior in the workplace. Second, we derive seven agenda points to guide future research on gamification for corporate sustainability. Third, we deduce three practical approaches to use gamification as a strategic intervention to promote sustainable behavior in organizations.

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