publication . Article . 2011

Passion, craving, and affect in online gaming: Predicting how gamers feel when playing and when prevented from playing

Joachim Stoeber; Matt Harvey; Joshua A. Ward; Julian H. Childs;
Open Access English
  • Published: 01 Dec 2011
  • Publisher: Elsevier Science B. V. Amsterdam
  • Country: United States
Abstract
Abstract According to the Dualistic Model of Passion, two forms of passion can motivate a behavior: harmonious passion and obsessive passion. Across various life activities, studies have found that the two forms of passion show different relationships with affect, linking harmonious passion to positive affect and obsessive passion to negative affect. To investigate if this pattern also holds for online gaming, the present study investigated 160 gamers involved in playing massively multiplayer online role-playing games (MMOs) and examined positive and negative affect (a) when playing and (b) when prevented from playing. In addition, the effects of general affect ...
Subjects
Medical Subject Headings: humanities
free text keywords: BF, General Psychology, Affect (psychology), Passion, media_common.quotation_subject, media_common, Developmental psychology, Psychology, Social psychology, Craving, medicine.symptom, medicine

Bartle, R. A. (2004). Designing virtual worlds. Indianapolis, IL: New Riders.

Blizzard Entertainment. (2010, July 7th). Word of Warcraft© subscriber base reaches 12 million worldwide [press release]. Retrieved December 3rd, 2010, 2010, from http://bit.ly/dl38rl Carbonneau, N., Vallerand, R. J., Fernet, C., & Guay, F. (2008). The role of passion for teaching in intrapersonal and interpersonal outcomes. Journal of Educational Psychology, 100, 977- 987.

Carbonneau, N., Vallerand, R. J., & Massicotte, S. (2010). Is the practice of yoga associated with positive outcomes? The role of passion. The Journal of Positive Psychology, 5, 452-465. [OpenAIRE]

Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). “Alone together?”: Exploring the social dynamics of massively multiplayer online games. In R. Grinter, T. Rodden, P. Aoki, E. Cutrell, R. Jeffries & G. Olson (Eds.), Proceedings of the SIGCHI conference on Human Factors in computing systems (CHI '06) (pp. 407-416). New York: ACM.

Gosling, S. D., Vazire, S., Srivastava, S., & John, O. P. (2004). Should we trust web-based studies? A comparative analysis of six preconceptions about Internet questionnaires. American Psychologist, 59, 93-104.

Mageau, G. A., Vallerand, R. J., Rousseau, F. L., Ratelle, C. F., & Provencher, P. J. (2005). Passion and gambling: Investigating the divergent affective and cognitive consequences of gambling. Journal of Applied Social Psychology, 35, 100-118. [OpenAIRE]

Meng, X.-L., Rosenthal, R., & Rubin, D. B. (1992). Comparing correlated correlation coefficients. Psychological Bulletin, 111, 172-175.

Parsons, J. M. (2005). An examination of massively multiplayer online role-playing games as a facilitator of internet addiction. Unpublished doctoral thesis, University of Iowa, USA.

Philippe, F. L., Vallerand, R. J., Andrianarisoa, J., & Brunel, P. (2009). Passion in referees: Examining their affective and cognitive experiences in sport situations. Journal of Sport & Exercise Psychology, 31, 77-96.

Przybylski, A. K., Weinstein, N., Ryan, R. M., & Rigby, C. S. (2009). Having to versus wanting to play: Background and consequences of harmonious versus obsessive engagement in video games. CyberPsychology & Behavior, 12, 485-492.

Ratelle, C. F., Vallerand, R. J., Mageau, G. A., Rousseau, F. L., & Provencher, P. (2004). When passion leads to problematic outcomes: A look at gambling. Journal of Gambling Studies, 20, 105-119. [OpenAIRE]

Wang, C. K. J., Khoo, A., Liu, W. C., & Divaharan, S. (2008). Passion and intrinsic motivation Watson, D., Clark, L. A., & Tellegen, A. (1988). Development and validation of brief measures [Table 3, continued]

Powered by OpenAIRE Open Research Graph
Any information missing or wrong?Report an Issue
publication . Article . 2011

Passion, craving, and affect in online gaming: Predicting how gamers feel when playing and when prevented from playing

Joachim Stoeber; Matt Harvey; Joshua A. Ward; Julian H. Childs;