1、中文 3350 字, 1700 英文单词, 9930 英文字符 文献出处: Hussain Z, Williams G A, Griffiths M D. An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing gamesJ. Computers in Human Behavior, 2015, 50:221-230. An exploratory
2、study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games Zaheer Hussain, Glenn A. Williams, Mark D. Grifths Abstract Massively multiplayer online role-playing games (MMORPGs) are a popular form of entertainment use
3、d by millions of gamers worldwide. Potential problems relating to MMORPG play have emerged, particularly in relation to being addicted to playing in such virtual environments. In the present study, factors relating to online gaming addiction and motivations for playing in MMORPGs were examined to es
4、tablish whether they were associated with addiction. A sample comprised 1167 gamers who were surveyed about their gaming motivations. Latent Class Analysis revealed seven classes of motivations for playing MMORPGs, which comprised: (1) novelty; (2) highly social and discovery-orientated; (3) aggress
5、ive, anti-social and non-curious; (4) highly social, competitive; (5) low intensity enjoyment; (6) discovery-orientated; and (7) social classes. Five classes of gaming addiction-related experiences were extracted including: (1) high risk of addiction, (2) time-affected, (3) intermediate risk of addi
6、ction, (4) emotional control, and (5) low risk of addiction classes. Gender was a signicant predictor of intermediate risk of addiction and emotional control class membership. Membership of the high risk of addiction class was signicantly predicted by belonging to a highly social and competitive class, a novelty class, or an aggressive, anti-social, and non-curious class. Implications of these ndings for assessment and treatment of MMORPG addiction are discussed. Keywords: Massively mul