publication . Article . 2013

Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study.

Hull, DC; Williams, GA; Griffiths, MD;
Open Access English
  • Published: 01 Sep 2013 Journal: Journal of Behavioral Addictions, volume 2, issue 3, pages 145-152 (issn: 2062-5871, eissn: 2063-5303, Copyright policy)
  • Publisher: Akadémiai Kiadó
Abstract
Aims:\ud Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video game addiction.\ud Method:\ud A total of 110 video game players were surveyed about a game they had recently played by using a 24-item checklist of structural characteristics...
Subjects
mesheuropmc: human activitiesmental disorders
acm: ComputingMilieux_PERSONALCOMPUTING
free text keywords: happiness, Full-Length Report, video game addiction, structural characteristics of video games, flow
Related Organizations
31 references, page 1 of 3

American Psychiatric Association (2000). Diagnostic and statistical manual of mental disorders (4th edition). Washington, DC: American Psychiatric Association.

Arnesen, A. A. (2010). Video game addiction among young adults in Norway: Prevalence and health. [Master's thesis]. The University of Bergen, Norway. [OpenAIRE]

Chen, J. (2007). Flow in games (and everything else). Communications of the ACM, 50(4), 31-34.

Csíkszentmihályi, M. (1992). Flow: The psychology of happiness. London: Random House.

Griffiths, M. D. (2005). A 'components' model of addiction within a biopsychosocial framework. Journal of Substance Use, 10, 191-197.

Griffiths, M. D. (2008). Diagnosis and management of video game addiction. New Directions in Addiction Treatment and Prevention, 12, 27-41.

Griffiths, M. D., Kuss, D. J. & King, D. L. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, 8, 308-318.

Griffiths, M. D. & Meredith, A. (2009). Videogame addiction and treatment. Journal of Contemporary Psychotherapy, 39(4), 47-53.

Hills, P. & Argyle, M. (2002). The Oxford Happiness Questionnaire: a compact scale for the measurement of psychological well-being. Personality and Individual Differences, 33, 1073-1082.

Huang, L-T., Chiu, C-A., Sung, K. & Farn, C-K. (2011). A comparative study on the flow experience in web-based and text-based interaction environments. Cyberpsychology, Behavior, and Social Networking, 14(1-2), 3-11.

Hunicke, R. & Chapman, V. (2004). AI for dynamic difficulty adjustment in games. In: Proceedings of the Challenges in Game AI Workshop, 19th Nineteenth National Conference on Artificial Intelligence, pp. 91-96.

Hussain, Z., Griffiths, M. D. & Baguley, T. (2012). Online gaming addiction: Classification, prediction and associated risk factors. Addiction Research and Theory, 20(5), 359-371.

Jackson, S. A. & Eklund, R. C. (2006). The flow scale manual. Morgan Town, WV: Fitness Information Technology.

King, D. L., Delfabbro, P. H. & Griffiths, M. D. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8(1), 90-106. [OpenAIRE]

King, D., Delfabbro, P. & Griffiths, M. (2011). The role of structural characteristics in problematic video game play: An empirical study. International Journal of Mental Health and Addiction, 9(3), 320-333.

31 references, page 1 of 3
Abstract
Aims:\ud Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video game addiction.\ud Method:\ud A total of 110 video game players were surveyed about a game they had recently played by using a 24-item checklist of structural characteristics...
Subjects
mesheuropmc: human activitiesmental disorders
acm: ComputingMilieux_PERSONALCOMPUTING
free text keywords: happiness, Full-Length Report, video game addiction, structural characteristics of video games, flow
Related Organizations
31 references, page 1 of 3

American Psychiatric Association (2000). Diagnostic and statistical manual of mental disorders (4th edition). Washington, DC: American Psychiatric Association.

Arnesen, A. A. (2010). Video game addiction among young adults in Norway: Prevalence and health. [Master's thesis]. The University of Bergen, Norway. [OpenAIRE]

Chen, J. (2007). Flow in games (and everything else). Communications of the ACM, 50(4), 31-34.

Csíkszentmihályi, M. (1992). Flow: The psychology of happiness. London: Random House.

Griffiths, M. D. (2005). A 'components' model of addiction within a biopsychosocial framework. Journal of Substance Use, 10, 191-197.

Griffiths, M. D. (2008). Diagnosis and management of video game addiction. New Directions in Addiction Treatment and Prevention, 12, 27-41.

Griffiths, M. D., Kuss, D. J. & King, D. L. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, 8, 308-318.

Griffiths, M. D. & Meredith, A. (2009). Videogame addiction and treatment. Journal of Contemporary Psychotherapy, 39(4), 47-53.

Hills, P. & Argyle, M. (2002). The Oxford Happiness Questionnaire: a compact scale for the measurement of psychological well-being. Personality and Individual Differences, 33, 1073-1082.

Huang, L-T., Chiu, C-A., Sung, K. & Farn, C-K. (2011). A comparative study on the flow experience in web-based and text-based interaction environments. Cyberpsychology, Behavior, and Social Networking, 14(1-2), 3-11.

Hunicke, R. & Chapman, V. (2004). AI for dynamic difficulty adjustment in games. In: Proceedings of the Challenges in Game AI Workshop, 19th Nineteenth National Conference on Artificial Intelligence, pp. 91-96.

Hussain, Z., Griffiths, M. D. & Baguley, T. (2012). Online gaming addiction: Classification, prediction and associated risk factors. Addiction Research and Theory, 20(5), 359-371.

Jackson, S. A. & Eklund, R. C. (2006). The flow scale manual. Morgan Town, WV: Fitness Information Technology.

King, D. L., Delfabbro, P. H. & Griffiths, M. D. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8(1), 90-106. [OpenAIRE]

King, D., Delfabbro, P. & Griffiths, M. (2011). The role of structural characteristics in problematic video game play: An empirical study. International Journal of Mental Health and Addiction, 9(3), 320-333.

31 references, page 1 of 3
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publication . Article . 2013

Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study.

Hull, DC; Williams, GA; Griffiths, MD;