How Different Gaming Genres Can Be Described by Required Skills and Motives for Playing
Bibliographic Data
| ID | 22004273 |
|---|---|
| Authors | Annika Brandtner (0000-0002-7646-2338, University of Duisburg-Essen, corresponding author), Stephanie Antons (0000-0003-3187-968X, Erwin L. Hahn Institute for Magnetic Resonance Imaging), Magnus Liebherr (0000-0001-8580-2464, Erwin L. Hahn Institute for Magnetic Resonance Imaging), Matthias Brand (0000-0002-4831-9542, Erwin L. Hahn Institute for Magnetic Resonance Imaging) |
| Year | 2022 |
| Volume | 25 |
| Issue | 9 |
| Pages | 613-619 |
| Publication date | 2022-09-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Cyberpsychology Behavior and Social Networking (JOURNAL) |
| Journal identifiers | ISSN: 2152-2715 • E-ISSN: 2152-2723 |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1089/cyber.2022.0019 |
| PMID | 36067114 |
| OpenAlex | W4294796005 |
| Language | EN |
| Citations received | 7 |
| References cited | 36 |
With the drastic expansion of the games industry, psychological research is concerned with the question as to why certain genres might be more addictive than others. Besides specific games characteristics and motivational profiles of gamers, skills that are relevant to play certain games and genres might provide more insights for answering this question. An exploratory online survey was designed, asking for played genres, subjective relevance of required skills to play the game, gaming motives, and symptom severity. The analyses aimed at investigating which genres are associated with higher and lower symptoms of their players and the relationship between the relevance of skills required for certain genres and the symptom severity of players. In total, 727 data sets were collected. Descriptive results indicated that the most pronounced difference between genres associated with low and high symptom severity appeared among the indicated relevance of communicating with others, the social motive for gaming, and among the relevance of required executive function skills such as attentional vigilance. The communication skill is discussed as a vulnerability factor for maintaining problematic gaming behaviors despite the occurrence of negative consequences, whereas certain executive functions could be constitutional factors of the experience of a flow state. The association between flow and addictive gaming tendencies is a topic yet to be investigated in future research
Addiction · Cognitive psychology · Flow Experience in Various Fields · Gambling Behavior and Treatments · Impact of Technology on Adolescents · Psychology · Social Psychology
Screened realities
Validation of the 12-item Gamification User Types Hexad Scale in 1,610 Hong Kong Young Gamers
Development of an Instrument to Assess Expectations for the Use of Online Gaming, Social Networking Sites, and Online Pornography
Study on the influence of different types of e-sports participation on the improvement of psychological anti-pressure ability of contemporary college students
Cognitive decline with pupil constriction independent of subjective fatigue during prolonged esports across player expertise levels
Daily stress and gaming – an ambulatory assessment study in individuals with pathological, risky, and non-problematic gaming behavior
Examining leisure constraints and motivations within the psychological continuum model
Measuring and defining the experience of immersion in games
Problematic involvement in online games
The Role of Flow Experience in Cyber-Game Addiction
Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders
The Interaction of Person-Affect-Cognition-Execution (I-Pace) model for addictive behaviors
The relationship between the skill-challenge balance, game expertise, flow and the urge to keep playing complex mobile games
Designing Virtual Worlds
Why do you play? The development of the motives for online gaming questionnaire (Mogq)
Motivations for Play in Online Games
Validation and psychometric properties of a short version of Young’s Internet Addiction Test
Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games
Personality and Cognition in Gamers
The Role of Avoidance Coping and Escape Motives in Problematic Online Gaming
A Qualitative Analysis of Online Gaming Addicts in Treatment
First-Person Shooter Games as a Way of Connecting to People
| Citations per year | 2.33 |
|---|---|
| Citation span | 2023 - 2026 (4) |
| Highly cited | No |