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    An examination of massively multiplayer online role-playing games as a facilitator of Internet addiction.

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    https://www.riss.kr/link?id=T10744899

    • 저자
    • 발행사항

      [S.l.]: The University of Iowa 2005

    • 학위수여대학

      The University of Iowa

    • 수여연도

      2005

    • 작성언어

      영어

    • 주제어
    • 학위

      Ph.D.

    • 페이지수

      169 p.

    • 지도교수/심사위원

      Supervisor: Nicholas Colangelo.

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    Researchers have indicated that Internet addiction is a wide-spread problem, impacting the lives of an estimated 4--10% of all Internet users. Researchers have also indicated that Internet addiction has a social component, with Internet addicts using the Internet to build and maintain new social relationships at a much higher rate than nonaddicts. This study explored Internet addiction in the context of Massively Multiplayer Online Role-Playing Games (MMORPGs). Data were drawn from MMORPG players and from mental health counselors to determine incidence rates of Internet addiction among MMORPG players, social needs that were predictive of Internet addiction, rates of treatment seeking behaviors by MMORPG players for Internet addiction, and how Internet addiction is diagnosed and treated by mental health counselors.
    For this study, the MMORPG Player Survey and the Counselor Survey were used to collect data from MMORPG players and mental health counselors. The MMORPG Player Survey was administered to 513 MMORPG players. The Counselor Survey was administered to 80 mental health counselors.
    Results from the MMORPG Player Survey indicated that approximately 15% (n = 78) of MMORPG players met criteria for Internet addiction, as defined by the Diagnostic Questionnaire (DQ). A stepwise regression analysis of loneliness, online confidence, online liberation, validation, and support found that loneliness and online confidence were both positively predictive of Internet addiction among participants. Of MMORPG players surveyed, less than 1% (n = 3) indicated that they have sought professional help for Internet addiction. Mental health counselors reported that Internet addiction was most likely to be diagnosed as depression, obsessive-compulsive disorder, or impulse control disorder. Furthermore, mental health counselors reported that they were most likely to treat Internet addiction using one of the following theoretical orientations: cognitive, reality, family systems, or solution focused.
    These findings highlight a subpopulation of the online community who are in need of mental health services and are not receiving them. Recommendations for future research include qualitative studies exploring the social aspects of MMORPG gaming among Internet addicts, as well as research exploring potential deterrents to mental health services among this population.
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    Researchers have indicated that Internet addiction is a wide-spread problem, impacting the lives of an estimated 4--10% of all Internet users. Researchers have also indicated that Internet addiction has a social component, with Internet addicts using...

    Researchers have indicated that Internet addiction is a wide-spread problem, impacting the lives of an estimated 4--10% of all Internet users. Researchers have also indicated that Internet addiction has a social component, with Internet addicts using the Internet to build and maintain new social relationships at a much higher rate than nonaddicts. This study explored Internet addiction in the context of Massively Multiplayer Online Role-Playing Games (MMORPGs). Data were drawn from MMORPG players and from mental health counselors to determine incidence rates of Internet addiction among MMORPG players, social needs that were predictive of Internet addiction, rates of treatment seeking behaviors by MMORPG players for Internet addiction, and how Internet addiction is diagnosed and treated by mental health counselors.
    For this study, the MMORPG Player Survey and the Counselor Survey were used to collect data from MMORPG players and mental health counselors. The MMORPG Player Survey was administered to 513 MMORPG players. The Counselor Survey was administered to 80 mental health counselors.
    Results from the MMORPG Player Survey indicated that approximately 15% (n = 78) of MMORPG players met criteria for Internet addiction, as defined by the Diagnostic Questionnaire (DQ). A stepwise regression analysis of loneliness, online confidence, online liberation, validation, and support found that loneliness and online confidence were both positively predictive of Internet addiction among participants. Of MMORPG players surveyed, less than 1% (n = 3) indicated that they have sought professional help for Internet addiction. Mental health counselors reported that Internet addiction was most likely to be diagnosed as depression, obsessive-compulsive disorder, or impulse control disorder. Furthermore, mental health counselors reported that they were most likely to treat Internet addiction using one of the following theoretical orientations: cognitive, reality, family systems, or solution focused.
    These findings highlight a subpopulation of the online community who are in need of mental health services and are not receiving them. Recommendations for future research include qualitative studies exploring the social aspects of MMORPG gaming among Internet addicts, as well as research exploring potential deterrents to mental health services among this population.

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