THE RELATIONSHIP OF ONLINE GAMING ADDICTION WITH MOTIVATIONS TO PLAY AND CRAVING Nicole Alexandra Cross A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY August 2016 Committee: Harold Rosenberg, Advisor Amy Morgan Graduate Faculty Representative Anne K. Gordon William O'Brien ii ABSTRACT Harold Rosenberg, Advisor Although many people play online games with few if any consequences, others appear to become addicted to such games. Consequences of online gaming addiction (OGA) can include inordinate time playing the game, sleep deprivation, social and romantic impairment, loss of control over gameplay, and loss of educational or career opportunities. Despite these consequences, little research exists regarding factors of game structure that are associated with indicators of OGA. Identifying these factors may help clinicians treat individuals who have difficulty moderating online gaming, and may help parents or players choose games with lower addiction potential. The current study examines factors that may be associated with OGA, including craving to play, motivations for playing, harmonious and obsessive passion for playing, and the match between players’ motivations for playing games and the structure of the game of choice. Using web-based recruitment and data-collection, 542 participants completed questionnaires to assess indicators of OGA, craving, motivations, passionate attachment, and structural characteristics of preferred game. On average, participants met 2 of 9 criteria for Internet Gaming Disorder. Regression analyses to predict indicators of OGA revealed the best predictors were obsessive passion, Escapism motivation, and craving. Regression analyses to predict craving revealed the best predictors were Escapism and Advancement motivations, indicators of OGA, relationship-based game structure, and obsessive passion. Findings support previous research identifying craving, obsessive passion, motivations for Escapism and Advancement, and in-game relationships as important factors in the experience of OGA. iii When you've seen beyond yourself Then you may find Peace of mind is waiting there And the time will come When you see we're all one And life flows on within you and without you. iv ACKNOWLEDGMENTS Sincerest thanks to my advisor, Harold Rosenberg, without whom this dissertation would never have been completed on time. Much thanks to Alan Kooi Davis and Kirstin Lauristen for commiseration services rendered. Finally, and most importantly, thanks to my husband and partner, Zach Fake, for supporting me in this and in everything. v TABLE OF CONTENTS Page INTRODUCTION ................................................................................................................. 1 ASSESSMENT OF ONLINE GAMING EXPERIENCE ..................................................... 3 Assessment of Online Gaming Addiction.................................................................. 3 Assessment of Non-addicted but Problematic Online Game Playing ....................... 6 Assessment of Craving to Play Online Games .......................................................... 6 FACTORS ASSOCIATED WITH ONLINE GAMING ....................................................... 8 Harmonious and Obsessive Passions for Online Gaming.......................................... 8 Interpersonal/Intrapersonal Difficulties and Online Gaming Addiction ................... 9 Negative Consequences of Online Gaming Addiction .............................................. 11 Motivations for Online Gaming ................................................................................ 12 The Relationship between Game Structure and Online Gaming Addiction .............. 16 Purposes of the Current Study ................................................................................... 21 Hypotheses ............................................................................................................ 21 METHOD .............................................................................................................................. 23 Participants ............................................................................................................ 23 Measures ............................................................................................................ 23 Motivations to Play in Online Games Questionnaire .................................... 23 Online Gaming Passions Scale ...................................................................... 25 Online Gaming Craving Questionnaire ......................................................... 25 International Consensus Items to Measure Internet Gaming Disorder .......... 25 Game Structure Questionnaire ....................................................................... 26 vi Demographics ................................................................................................ Procedure 26 ............................................................................................................ 27 RESULTS .............................................................................................................................. 28 Participant Characteristics and Gaming History ........................................................ 28 Motivations for Playing Online Games ..................................................................... 30 Structure of Online Games......................................................................................... 30 Prediction of Number of Indicators of Online Gaming Addiction ............................ 31 Prediction of Craving to Play Online Games ............................................................. 32 Association of Motivations and Game Structure with Harmonious and Obsessive Passions…….. ............................................................................................................ 33 DISCUSSION ....................................................................................................................... 34 REFERENCES ...................................................................................................................... 44 APPENDIX A. RECRUITMENT SCRIPT .......................................................................... 62 APPENDIX B. MOTIVATION TO PLAY IN ONLINE GAMES QUESTIONNARE ...... 63 APPENDIX C. ONLINE GAMING PASSIONS SCALE ................................................... 65 APPENDIX D. ONLINE GAMING CRAVING QUESTIONNAIRE ................................ 66 APPENDIX E. INTERNATIONAL CONSESNUS ITEMS TO MEASURE INTERNET GAMING DISORDER .............................................................................................. 68 APPENDIX F. GAME STRUCTURE QUESTIONNAIRE ................................................ 69 APPENDIX G. DEMOGRAPHIC QUESTIONS ................................................................ 72 vii LIST OF TABLES Table Page 1 Demographic and Game Playing Characteristics of Participants .............................. 2 Intercorrelations among 10 Subscales of the 52 Motivation to Play in Online Games Questionnaire .................................................. 54 3 Intercorrelations among 10 Subscales of the Game Structure Questionnaire............ 55 4 Regression for Significant Predictors of Number of Indicators of Addiction and Craving.......................................................................... 5 Association between Motivation to Play in Online Games Questionnaire Subscales and Harmonious and Obsessive Passions ......................... 6 58 Percent of Participants Endorsing International Consensus Items To Measure Internet Gaming Disorder (ICIMIGD) Criteria ..................................... 8 57 Association between Game Structure Questionnaire Subscales and Harmonious and Obsessive Passions ......................................................................... 7 56 59 Gender Differences for Number of Addiction Indicators, Craving, Passions, and Ten Motivation Subscales ................................................................... 60 CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 1 INTRODUCTION The term “addiction” is defined by the American Psychological Association (Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition; American Psychological Association, 2013) as continued excessive use of a substance despite negative personal, occupational, or social consequences; inability to fulfill major work, school, or home obligations; recurrent use in physically dangerous situations; tolerance; withdrawal; repeated unsuccessful efforts or desire to control use; craving or strong desire to use; and reducing or discontinuing important social, occupational, or recreational activities due to substance use. Although addiction has typically been thought of as applying to alcohol and other psychoactive drugs, psychologists have argued that the concept also applies to sex, gambling, and other activities (e.g., Orford, 2001). Another recent addition to the list of behavioral addictions is internet addiction and, more specifically, addiction to playing online games (Chappell, Eatough, Davies, & Griffiths, 2006; Haagsma, Caplan, Peters, & Pieterse, 2013; Hussain & Griffiths, 2009b). Although many people play online games recreationally and experience few if any negative consequences, others appear to develop a psychological dependence on or addiction to playing such games. Early advocates for the concept of gaming addiction adapted the diagnostic criteria of the Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition, Text Revision (DSM-IV-TR; American Psychological Association, 1994) for substance abuse, substance dependence, and pathological gambling to define online gaming addiction (Griffiths & Hunt, 1998; Ng & Wiemer-Hastings, 2005; Young, 1998). For example, Griffiths and colleagues (Griffiths & Davies, 2005) proposed seven criteria for gaming addiction: 1) Salience, 2) Tolerance, 3) Mood modification, 4) Withdrawal, 5) Relapse, 6) Conflict, and 7) Problems resulting from excessive game play. Numerous researchers have agreed that these criteria define CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 2 online gaming addiction (Chappell et al., 2006; Griffiths & Hunt, 1998; Grüsser, Thalemann, & Griffiths, 2007; Haagsma et al., 2013a; Haagsma, Pieterse, Peters, & King, 2013; Hussain & Griffiths, 2009a, 2009b; Kuss & Griffiths, 2012; Lee et al., 2007; Meenan, 2007; Ng & WiemerHastings, 2005; Oggins & Sammis, 2012; Peters & Malesky, 2008; Porter, Starcevic, Berle, & Fenech, 2010; Salugero & Moran, 2002; Van Rooij, Schoenmakers, Vermulst, Van den Eijnden, & Van de Mheen, 2010; Young, 1998; Young, 2009). CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 3 ASSESSMENT OF ONLINE GAMING EXPERIENCE Assessment of Online Gaming Addiction Researchers have assessed online gaming addiction in various ways. One method has been to count participants’ endorsement of DSM-III or DSM-IV criteria for pathological gambling modified to reflect online gaming (Griffiths & Hunt, 1998; Hussain & Griffiths, 2009a; Lemmens, Valkenburg, & Peter, 2009; Young, 1998). The criteria for substance addiction of the International Classification of Diseases, 10th revision (ICD-10; World Health Organization, 1992) have also been used as a basis for defining online gaming addiction (Chou & Ting, 2003; Grüsser et al., 2007). As an alternative to counting the number of modified diagnostic criteria, Lemmens et al. (2009) developed a 21-item Game Addiction Scale based on Griffiths’s (2005) adaptation of the seven DSM-based criteria for gaming addiction. In addition to modifying the criteria for substance addiction and pathological gambling, some researchers have modified questionnaires designed to assess dependence on other presumably addictive behaviors. For example, Hussain and Griffiths (2009) modified the Exercise Addiction Inventory (Terry, Szabo, & Griffiths, 2004) so that the items reflected online game playing. Other examples are adaptations of Young’s (1998) 20-item Internet Addiction Test for online game playing (Oggins & Sammis, 2012; Whang and Chang (2002) and adaptations of the Computer Use Survey for online gaming addiction (Ng & Wiemer-Hastings, 2005). As another means of assessment, some researchers have created interview schedules to assess online gaming addiction. The majority of these interview schedules include questions regarding withdrawal, loss of control over use, relief of negative affect, salience, relapse, and use despite negative consequences (Chappell et al., 2006; Haagsma et al., 2013b; Hussain & CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 4 Griffiths, 2009b; Tsai & Lin, 2003). Interview schedules have also included additional questions regarding motivation for playing, games of preference, and subjective experience while gaming (Chappell et al., 2006; Haagsma et al., 2013b; Hussain & Griffiths, 2009b; Tsai & Lin, 2003). The only extant questionnaire specifically designed to assess online gaming addiction is the International Consensus Items to Measure Internet Gaming Disorder. This set of items was developed by experts on online gaming addiction, including members of the DSM-5 Substance Use Disorder Workgroup. These experts voted on items drawn from the results of a study which used an iterative process to identify diagnostic criteria for online gaming addiction (Petry et al., 2014). These criteria were based on criteria for substance use disorders and gambling disorders, and also include items particular to online game playing. The nine items reflect preoccupation, withdrawal, tolerance, inability to reduce or stop playing, forgoing other activities to play, continued game playing despite negative consequences, attempts to deceive others or cover up playing, playing to escape adverse moods, and risking the loss of relationships and/or educational or occupational opportunities due to playing online games. Because the International Consensus Items to Measure Internet Gaming Disorder was developed so recently, its internal consistency reliability, test-retest reliability, convergent validity, and discriminant validity have not been evaluated. However, one advantage of this assessment tool is that it is comprised of criteria which were voted on by a group of experts and the measure was purposefully developed to assess online gaming. As such, it could be a more content valid measure than substance or gambling questionnaires modified to assess online gaming addiction. Measures which have been adapted from assessments of other behavioral or substance addictions may include items which do not reflect the specific phenomenology of online gaming addiction, and may exclude items which are relevant to online gaming addiction. CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 5 Additionally, the expert group specified that some items may have greater diagnostic importance than others and emphasized that noting the frequency with which certain criteria are met provides a more sophisticated assessment than using dichotomous response options. Questionnaires and interview schedules created to assess online gaming addiction (Chappell et al., 2006; Haagsma et al., 2013b; Hussain & Griffiths, 2009b; Tsai & Lin, 2003) also may have greater criterion validity than measures adapted from substance or gambling addiction assessments because they were developed to assess this behavior specifically. Because substance addiction and other behavioral addictions may be qualitatively different from online gaming addiction in several ways (e.g., consuming a substance that one has to continually spend finances, time, and effort to acquire involves a different set of direct and indirect experiences than playing a computer game one owns and plays in one’s home), simply modifying items to read “online gaming” rather than “gambling,” may not produce a measure that accurately assesses online gaming addiction. Another advantage of interview schedules is that they allow researchers to clarify the meaning of questions for participants and allow participants to elaborate on or explain their responses to certain questions. However, a disadvantage of interview schedules is that they are administered face-to-face with participants. Therefore, participants may respond in a socially desirable manner, and may be less likely to report difficult experiences or consequences associated with their online gaming behavior which could result in more false negatives. A disadvantage of structured interview schedules that inquire about specific criteria, or questionnaires derived from lists of diagnostic criteria, is that the specific criteria mentioned in items may not be equally important in determining the presence or absence of addiction, and these criteria are not weighted differently in deriving scores for these assessments. Additionally, CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 6 lists of diagnostic criteria usually have dichotomous response options which can elicit unbalanced response distributions (i.e., where almost all respondents endorse yes or no). Additionally, Comrey (1988) asserted that the multiple choice format is more reliable, provides more stable results, and produces better scales than the dichotomous choice format. Furthermore, the creators of these measures often do not provide guidance for sub-threshold cut-offs which may be useful in identifying respondents who do not meet criteria for addiction but who experience negative consequences due to excessive gaming. Assessment of Non-addicted but Problematic Online Game Playing In addition to developing criteria and measures to assess addiction to playing online games, some researchers have been interested in assessing non-addicted but nonetheless problematic use of online games. For example, Haagsma et al. (2013a) developed the Problematic Online Game Use Scale, which measures components of problematic online gaming (preference for online social interaction, negative outcomes, mood regulation, and deficient selfregulation). Other examples include the Problematic Online Game Use questionnaire (Kim & Kim, 2010), the GAME-TACE (Decker & Gay 2011), and the Problem Video-game Playing screening questionnaire (Salugero et al., 2002). Rather than modifying existing assessments of other problem behaviors to reflect game playing, some researchers created measures specifically to assess or screen for dysfunctional use of online games and/or video games. Examples of this type of questionnaire include the Game Engagement Questionnaire (Brockmyer et al., 2009) and the Video Game Use Questionnaire (Porter, Starcevic, Berle, & Fenech, 2010). Assessment of Craving to Play Online Games Applied to behavioral addictions, craving can be defined as the intense desire and strong intention to engage in a specific behavior. If we conceptualize online game playing as a CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 7 potentially addictive behavior, craving may also be experienced by those who play online games excessively. Researchers have used various methodologies to assess craving to play online games, including self-report single-item rating scales, multi-item assessment measures, measures of attentional bias, and observation of neural activity (Decker & Gay, 2011; Han et al., 2010; Ko et al., 2009; Sun et al., 2012; Stoeber, Harvey, Ward, & Childs, 2011; Thalemann, Wolfling, & Grusser, 2007). For the purposes of the present study, I employed a multi-item self-report questionnaire of craving to play online games. Compared to single-item rating scales that ask the respondent to rate the strength or intensity of an urge or craving to play a game, multi-item self-report questionnaires have the advantage of assessing several different cognitive, emotional, and physiological experiences that may be indicative of craving. Additionally, participants may find it difficult to rate their experience of a subjective desire, urge, or need to play online games using a single number. Thus, multi-item craving scales may provide a more accurate representation of participants’ craving than single-item ratings. An example of a multi-item online gaming craving questionnaire is Stoeber et al.’s (2011) modified version of the Gambling Craving Scale (Young & Wohl, 2009). Stoeber et al. altered the instructions and items to reflect playing Massively Multiplayer Online Role-Playing Games (MMORPGs) rather than gambling. Craving was significantly positively associated with positive affect when playing (r = .39), negative affect when playing (r = .37), and negative affect when prevented from playing (r = .47). CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 8 FACTORS ASSOCIATED WITH ONLINE GAMING Harmonious and Obsessive Passions for Online Gaming Vallerand and colleagues (2003) define passion as a strong internal force leading individuals to choose to engage in an activity or with an object that they find enjoyable and important and on which they spend time and energy. The authors distinguished two types of passions: harmonious and obsessive. Individuals with a harmonious passion view the activity as important to their self-concept and experience enjoyment and other positive emotions when they engage in the activity. Conversely, individuals with an obsessive passion feel compelled to engage in the activity and experience negative affect (e.g., sadness, anger, anxiety, guilt) both when prevented from and while engaging in the activity. Unlike a harmonious passion, an obsessive passion is associated with negative consequences resulting from over-engagement in the activity (Mageau, Vallerand, Rousseau, Ratelle, & Provencher, 2005; Ratelle, Vallerand, Mageau, Rousseau, & Provencher, 2004; Vallerand et al., 2003). Wang and Chu (2007) examined the association between harmonious and obsessive passion for online gaming and online gaming addiction in 404 Taiwanese online gamers. Harmonious and obsessive passions were assessed using a 10-item modification of the Passion Scale for gambling (Ratelle et al., 2004). Online game addiction was assessed using Young’s (1998) 20-item internet addiction questionnaire, which includes questions concerning negative consequences of use, loss of control over use, use to relieve negative affect, tolerance, withdrawal, and unsuccessful attempts to quit or moderate use. Wang and Chu (2007) conducted structural equation modeling analyses to evaluate the relationships among harmonious passion, CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 9 obsessive passion, and internet addiction. Obsessive passion scores were significantly associated with internet addiction scores (r =.75), but harmonious passion scores were not (r = .03). Stoeber and colleagues (2011) assessed 160 gamers’ craving to play MMORPGs, their harmonious and obsessive passions for playing MMORPGs, and their positive and negative affect during normal daily activities, while playing MMORPGs, and when prevented from playing MMORPGs. Harmonious passion scores were significantly positively associated with craving (r = .40), positive affect during normal activities (r = .32), and with positive affect while playing online games (r = .44). Obsessive passion scores were significantly positively associated with craving (r = .47), negative affect during normal activities (r = .44), negative affect while playing online games (r = .45), and negative affect when prevented from playing (r = .51). Stoeber et al. (2011) also conducted regression analyses which revealed that, when general affect and craving were controlled for, harmonious passion scores continued to predict positive affect when playing, and obsessive passion scores continued to predict negative affect when playing and when prevented from playing. The authors suggested that individual differences in harmonious and obsessive passions for online gaming may explain the results of previous studies in which MMORPG playing has both positive and negative effects for different individuals (e.g., Smyth, 2007). Specifically, individuals with harmonious passion for online game play experience positive affect, but individuals with obsessive passion for online game play experience both positive affect and negative affect. Interpersonal/Intrapersonal Difficulties and Online Gaming Addiction Research conducted with players of online games suggests that the onset of recreational play and escalation to addiction may be influenced by players’ interpersonal and intrapersonal difficulties. As Yee (2002) pointed out, individuals who experience feelings of helplessness, CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 10 loneliness, social anxiety, social skills deficits, and low self-esteem may be particularly attracted to playing online games by the desire for advancement, escape from negative emotions or reallife problems, teamwork, customization, discovery, role-playing, socializing, and/or relationships which are provided by playing MMORPGs. Furthermore, individuals with interpersonal and intrapersonal difficulties may be particularly likely to become addicted to online games if game playing is more rewarding because the game’s virtual world fulfills desires that have not been met in the real world. In support of Yee’s (2002) proposition, Kim and Kim (2010) found that 8th grade online game players’ anxiety was significantly positively associated (r = .53) with scores on the Problematic Online Game Use scale. Similarly, Mehroof and Griffiths (2010) found that both trait anxiety (b = .23) and state anxiety (b = .28) were significant predictors of online gaming addiction scores in a sample of university students, and Lo et al. (2009) reported that frequency of game play was strongly positively associated with higher social anxiety in players. Lemmens et al. (2011) asserted that, rather than social deficits leading to motivation to play online games, playing online games leads to deficits in social competence. In their longitudinal study of the relationship between online gaming addiction and social competence, Lemmens et al. found that the association between pathological gaming at Time 1 and social competence at Time 2 (r = -.21) was stronger than the association between pathological gaming at Time 1 and social competence at Time 1 (r = -.11). The authors interpreted this finding as an indication that pathological gaming is causally related to deficits in social competence. However, an alternative explanation for this finding is that frequency of social contact influenced the social competence of the players over the six month period between assessments and accounts for the stronger association between game addiction scores and social competence. CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 11 Research examining the association between intrapersonal or interpersonal difficulties and online gaming addiction also suggests that social skills deficits, loneliness, and lack of enjoyment of real life social interaction are related to playing and becoming addicted to online games. For example, Hussain and Griffiths’ (2009) found that significantly more addicted than non-addicted gamers reported socializing while playing their game of choice to be more pleasant and satisfying than was socializing in the real world. Given these findings, Yee (2002) may be correct in arguing that individuals who are struggling with feelings of helplessness, loneliness, social anxiety, social skills deficits, and low self-esteem may be particularly attracted to online games and may be particularly likely to become addicted to online games. Yet, causal interpretations of the association between interpersonal and intrapersonal difficulties and online gaming addiction are premature. Longitudinal research examining participants’ experience of social skills deficits, social anxiety, loneliness, self-esteem, and online gaming addiction over time would contribute to our understanding of the way in which interpersonal and intrapersonal difficulties influence online gaming addiction, and vice-versa. Negative Consequences of Online Gaming Addiction As with any substance or behavioral addiction, excessive online gaming has been found to be associated with several negative consequences including considerable time devoted to playing the game (e.g., up to 16 hours per day), sleep deprivation, and social and romantic impairment (Allison et al., 2006). Additionally, online gaming addiction is characterized by loss of control over gameplay, ceasing participation in other activities, and risking the loss of important educational or career opportunities (Batthyány, Müller, Benker, & Wölfling, 2009; Liu, Ko, & Wu, 2008). Addicted individuals report that gameplay fulfills needs that are not met in their real lives and has become the focus of their existence (Wan & Chiou, 2006). CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 12 Online gaming addiction can also lead to psychosocial problems such as obsession with gaming and lack of real life relationships (Allison et al., 2006), inattention (Batthyány et al., 2009; Chan & Rabinowitz, 2006), aggressive/oppositional behavior and hostility (Chan & Rabinowitz, 2006; Chiu, Lee, & Huang, 2004), maladaptive coping (Batthyány et al., 2009; Hussain & Griffiths, 2009a, 2009b), decreased academic achievement (Chiu et al., 2004), decreased verbal memory performance (Dworak, Schierl, Bruns, & Struder, 2007), dissociation (Hussain & Griffiths, 2009a), decreased psychosocial well-being and loneliness (Lemmens et al., 2011), maladaptive cognitions (Peng & Liu, 2010), increased suicidal ideation (Rehbein, Psych, Mediasci, & Mossle, 2010), seizures (Chuang, 2006), and sacrifices in several life domains including hobbies, sleep, work, education, and social and family relationships (Batthyány et al., 2009; Griffiths, Chappell, & Davies, 2004; King & Delfabbro, 2009; Peng & Liu, 2010; Peters & Malesky, 2008; Rehbein et al., 2010; Yee 2006a, 2006b). However, it is unclear whether these psychosocial, cognitive, behavioral, and emotional difficulties are consequences of online gaming addiction, predate and set the foundation for subsequent online gaming addiction, are exacerbated by online gaming addiction, or evolve simultaneously with online gaming addiction as part of an interdependent process. Motivations for Online Gaming Perhaps because online games offer a wide variety of experiences, different players have different motivations for playing or reasons for being attracted to the games (Bartle, 2003; Billieux et al., 2013; Haagsma et al., 2013b; Hsu, Wen, & Wu, 2009; Kneer & Glock, 2013; Wan & Chiou, 2007; Yee, 2002, 2006a, 2006b, 2006c). Some researchers have made a distinction between reasons and motivations for playing (Yee, 2002), whereas other researchers have viewed the motivations individuals have for playing certain games and the reasons individuals CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 13 are attracted to certain games as equivalent constructs (Bartle, 2003; Billieux et al., 2013; Haagsma et al., 2013b; Kneer & Glock, 2013). Bartle (2003) differentiated multiple types of online game players based on their motivations for playing and identified four different categories of players: achievers, killers, explorers, and socializers. Achievers are motivated to play by acquiring achievements; they prioritize acquiring points, currency, or items and rising in character level over all other aspects of the game. Killers are motivated by the opportunity to kill in-game characters or other players; they prioritize killing, taunting, or causing distress to other players. Explorers are motivated by the chance to explore the virtual world of the game and prioritize discovering the external and internal characteristics of the game. Socializers are motivated by socializing with other players during the game. They prioritize interaction with other players and view providing sympathy or empathy and entertaining or listening to others as more important than the game itself (Bartle, 2003). Yee (2006b) created a motivation questionnaire for online game playing in an attempt to provide empirical support for Bartle’s (2003) different player types. Over a three year period, 30,000 MMORPG-playing participants were asked to complete the Motivation to Play in Online Games Questionnaire (Yee, 2006a) in which they rated their agreement (1=Strongly Disagree, 5=Strongly Agree) with 40 items describing a wide range of motivations (e.g., “I like to feel powerful in the game,” “I like to be immersed in a fantasy world”). Exploratory factor analysis identified five motivations: Relationship, Manipulation, Immersion, Escapism, and Achievement. Yee asserted that the Relationship factor aligns with Bartle’s Socializer type, Manipulation aligns with the Killer type, Immersion aligns with the Explorer type, and Achievement aligns with the Achiever type. The Escapism factor, which involves playing the CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 14 game to avoid, forget about, and escape from real-life problems and negative affect, does not align with any of the player types identified by Bartle. Yee (2006a) conducted another study examining the relationship between player motivations and age, gender, game playing patterns, and in-game behaviors. Principle components analysis revealed 10 components with eigenvalues greater than 1. Each of the 10 subscales had internal consistency coefficients equal to or greater than .70. Because of the high number of components, Yee performed an additional analysis to assess whether any of the 10 identified components were related and should be grouped together. This second analysis revealed 3 components with eigenvalues greater than 1. These three components accounted for 55% of the overall variance. Therefore, Yee proposed that the 10 motivation components be grouped into 3 distinct categories: Achievement, Social, and Immersion. Although Yee reported that his questionnaire comprises 10 components grouped into 3 categories, his principle components analysis has not been replicated. Different component structures may emerge upon replication with different samples of game players. The first category, Achievement, includes motivations for Advancement (i.e., to gain power, rapidly progress, and acquire currency, items, or status), Mechanics (i.e., to understand the rules and structure of the game to maximize in-game success), and Competition (i.e., to challenge and compete with other players). The second category, Social, includes motivations for Socializing (i.e., to help and communicate with other players), Relationship (i.e., to form longterm meaningful relationships with other players), and Teamwork (i.e., to be part of a fulfilling group effort or achievement). The third category, Immersion, includes motivations for Discovery (i.e., to explore and acquire knowledge about the game which other players lack), Role-playing (i.e., to create an avatar with a rich background and narrative developed through interaction with CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 15 other players), Customization (i.e., to choose and alter various aspects of the avatar’s appearance), and Escapism (i.e., to play as a means of decreasing negative affect and/or avoiding real-life problems). Factor analysis and inter-correlations among the scales has been interpreted as indicating that an individual may be strongly or weakly motivated by each of the categories in any combination. For example, a player who scores highly on the Social components does not necessarily receive low scores on the Achievement components. Yee (2006a) also explored the relationship between various motivations to play and online gaming addiction measured using a modification of Young’s (1998) Internet Addiction Test. Regression revealed that Escapism motivation (b = .31), hours played per week (b = .30), and Advancement motivation (b = .17) were significant predictors of addiction scores. None of the other motivations were predictive of addiction scores. Thus, it appears that playing online games as a means of decreasing negative affect and/or avoiding real-life problems and, to some degree, to gain power, currency, and status is related to an addictive pattern of online game play. Similar to Yee’s (2006a) study, Billieux et al. (2013) found that motivations for Escapism (r = .48) and Advancement (r = .47) were meaningfully correlated with addiction scores. Motivations for Competition (r = .30), Mechanics (r = .26), Customization (r = .24), and Roleplay (r = .20) were also significantly positively associated with addiction scores, albeit not as strongly as the motivations for Escapism and Advancement. Kneer and Glock (2013) found that players’ overall Immersion motivation, which includes the Escapism motivation, was strongly positively correlated with online gaming addiction scores. Hsu et al. (2009) designed the User Experience Factor Questionnaire to assess motivations for playing online games, game experience, and level of addiction. This questionnaire assessed 11 distinct playing motivations: Challenge, Fantasy, Curiosity, Control, CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 16 Reward, Cooperation, Competition, Recognition, Belonging, Obligation, and Role-playing. Regression analysis revealed that motivations of Role-playing (b = .31), Belonging (b = .28), Reward (b = .26), Obligation (b = .21), and Curiosity (b = .15) accounted for 65.1% of the variance in online gaming addiction scores. If we view motivation for Reward (i.e., accumulation of currency and rare items) as similar to the motivation for Advancement, Hsu and colleagues’ (2009) results are somewhat consistent with previous research in that motivations for Reward and Advancement have both been found to be significantly associated with addiction scores (Billieux et al., 2013; Hsu et al., 2009; Yee, 2006a). Additionally, like Billieux et al. (2013), Hsu et al. (2009) found that motivation for Role-playing was associated with addiction scores. However, Hsu et al.’s results were not consistent with previous studies regarding motivations to play for Curiosity and Belonging, which are similar to Yee’s (2006a) motivations for Discovery, Socializing, Relationships, and Teamwork. Although Hsu et al. found that Curiosity and Belonging were predictive of addiction scores, Discovery and Socializing were unrelated to addiction scores in previous research (Billieux et al., 2013; Kneer & Glock, 2013; Yee, 2006a). Hsu and colleagues’ results regarding the Obligation as a motive cannot be compared with previous research because previous studies did not assess this motivation. The Relationship between Game Structure and Online Gaming Addiction Players of certain types of online games have higher addiction scores and higher prevalence rates of addiction than those who play other types of games. Specifically, playing MMORPGs has been found to be significantly associated with spending more time playing and with higher addiction scores compared to playing other types of games (Chappell et al., 2006; Hussain & Griffiths, 2009a; Kuss & Griffiths, 2012; Lee, et al., 2007; Nagygyorgy et al., 2013; CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 17 Ng & Wiemer-Hastings, 2005; Porter, Starcevic, Berle, & Fenech, 2010; Van Rooij et al., 2010; Yee, 2002, 2006b, 2006c). Yee (2002) identified several structural features of MMORPGs that may account for increased frequency and duration of game play. One of these structural features is the game’s reward cycle. Yee argued that one of the ways in which MMORPGs encourage more time investment and personal attachment than other types of games is that rewards (i.e., gaining skills, increasing levels, earning/finding items or currency) are earned very quickly when a player first starts to play the game. Then, the amount of time and effort required to earn additional rewards increases after players have become invested in their progress in the game. Additionally, earning many types of rewards – increasing levels, gaining skills, earning currency and other valuable items – are arranged so that the player is never very far from achieving one of these rewards and, thus, is highly motivated to play “just a little more” to get to the next reward. Chumbley and Griffiths (2006) investigated Yee’s hypothesis regarding the reward structure of MMORPGs by examining the emotional experience of those who played games that involved increasing difficulty to earn rewards. One condition involved a reward system in which players were required to invest a large amount of time and effort into earning rewards, and another condition required little time and effort to earn rewards in the game. Results demonstrated that players who did not have to expend more effort and time to earn rewards experienced significantly greater excitement and significantly lower boredom and frustration than players who had to expend increasingly greater time and effort to earn in-game rewards. King and Delfabbro (2009) also examined the relationship between the reward structure of online games and playing persistence, and found that players did not have to enjoy playing in order to play for long periods of time. King and Delfabbro’s participants reported that certain CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 18 game reward schedules (i.e., two simultaneous in-game reward tasks; receiving a new “quest” before finishing the current one; multiple visible experience or progress rankings) encouraged them to continue playing even when they no longer found the activity enjoyable. These results are consistent with Yee’s (2002) argument that many MMORPGs initially “hook” players by providing rewards for little time and effort (which players find exciting, not frustrating, and not boring) and contribute to players’ time and personal investment by continually increasing the amount of time and effort required for rewards only after players have become personally attached to the game. Another structural factor Yee (2002) identified as contributing to the addictive nature of MMORPGs is the social aspect of these games. Yee argued that MMORPG games facilitate the development of platonic and/or romantic relationships because the anonymity inherent to ingame interaction – mediated by an avatar or computer – encourages self-disclosure. For example, some MMORPG players report telling secrets or personal information to in-game friends that they have never shared with real life friends or family. Yee argued that high stress combat in MMORPGs and the collaboration required to achieve most goals also contribute to the development of platonic and/or romantic relationships among players. Research supports Yee’s (2002) argument that inter-player social factors contribute to attachment to and dependence on playing MMORPGs. Hussain and Griffiths (2009a) reported that significantly more addicted gamers (57%) than non-addicted gamers (21%) found socializing online in their game of choice more pleasant and satisfying than socializing offline in the real world. Furthermore, significantly more addicted gamers (86%) than non-addicted gamers (26%) reported that socializing online in their game of choice satisfied social and relationship needs that were not satisfied in the real world. These findings are perhaps not surprising, given CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 19 research demonstrating that many addicted gamers struggle with interpersonal and intrapersonal difficulties such as social anxiety, social skills deficits, and low self-esteem (Caplan, 2007; Chiu et al., 2004; Colwell & Payne, 2000; Kim & Kim, 2010; Lemmens, Valkenburg, & Peter, 2011; Lo et al., 2009; Mehroof & Griffiths, 2010). Players with such deficits may find online socializing less difficult and more rewarding than socializing in the real world. Yee (2002) also identified the immersive quality of MMORPGs as influential in the development of game addiction. Yee argued that the realistic sound and graphics of the game, in addition to the fantasy world history and culture, facilitate players’ feelings that their in-game experiences are “real.” He also argued that MMORPGs encourage players to become attached to and empathize with their characters, or avatars, and to become highly personally invested in their avatars’ in-game experiences. The experience of immersion based on the quality, detail, and size of the MMORPG environment has been identified as an important factor in motivation to play online games and in online gaming addiction (Brockmyer et al., 2009; Chou & Ting, 2003; Wan & Chiou, 2006; Yee, 2006b). For example, Wood et al. (2004) report that MMORPG players valued a realistic environment, including realistic sound effects, plausible story lines for both ingame characters and avatars, and realistic settings or world appearance, in their game of choice. Another structural factor that may contribute to a sense of immersion while playing is the time-limited versus time-unlimited course of the game. Although a few MMORPGs are timelimited, meaning that the game ends when the players complete a series of achievements or battles to “win” the game, the large majority of MMORPGs are time-unlimited, meaning that there is no identifiable “end” to the game. Rather, the game is a world in which the player can battle, achieve, and explore seemingly indefinitely. A player is never required to actively choose to “play again” because the initial game, in theory, never ends. Instead, players must actively CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 20 decide to stop playing their ongoing game at a certain point, and then log-in to the game at a later time to continue. Griffiths, Chappell, and Davies (2004) found that MMORPG players’ enjoyment of being able to play time-unlimited games was associated with higher online gaming addiction scores. Yee (2002) also proposed that individuals’ motivations to play online games interact with the structural aspects of certain games to build attachment to and dependence on a game. Examples include players who are motivated by Competition and Advancement having more interest in and attachment to the rewards and achievement aspects of games; players motivated by desire for Relationships and Teamwork having more attachment to the social aspects of games; and players motivated by Discovery, Exploration, and Escapism having more attachment to the immersive aspects of games (i.e., avatar attachment, unlimited time course, and game world detail, size, and realism). Based on existing literature (Chumbley & Griffiths, 2006; Griffiths et al., 2004; Hussain & Griffiths, 2009a; King & Delfabbro, 2009; Wood et al., 2004; Yee, 2002), the structure of online games appears to influence players’ enjoyment, attachment, and addiction. However, as King et al. (2010) noted in their review, there is little empirical research examining the relationship between specific structural features of games and addiction to online games. Additionally, I could not find empirical research examining the relationship of online gaming addiction with the match between game structure and motivation to play. Therefore, future research in this area might examine the relationship of player motivations with specific structural features of games, such as reward contingencies (Chumbley & Griffiths, 2006; Griffiths et al., 2004; Hussain & Griffiths, 2009a; King & Delfabbro, 2009; Wood et al., 2004; Yee, 2002, 2006a), social interaction (Griffiths et al., 2004; Hussain & Griffiths, 2009a; Wood et al., 2004; CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 21 Yee, 2002), time-limited or time-unlimited game course (Griffiths et al., 2004; Yee, 2002), avatar development, attachment, and customization (Billieux et al., 2013; Wood et al., 2004; Yee, 2002), and game world size, detail, and realism (Wood et al., 2004; Yee 2002). Purposes of the Current Study In light of research reviewed above indicating that playing online games could be considered as both an addictive activity and passionate attachment, and that certain motives and aspects of game structure leave players more vulnerable to addictive play, I designed the current study to accomplish two aims. My first aim was to examine whether craving to play online games would be associated with the number of indicators of “addiction” to such games. My second aim was to examine the relationship of player motivations, harmonious and obsessive passion for online games, and structural aspects of one’s preferred game with two outcomes: craving to play online games and number of endorsed indicators of addiction to online games. Hypotheses 1. The number of players’ endorsed indicators of addiction will be significantly and strongly positively correlated with self-reported craving to play online games. Based on the Resource Guide for the interpretation of Pearson’s r Coefficients (Quinnipiac Faculty, 2012), I operationally defined a strong positive correlation as an r between .40 and .69. 2. Players’ scores on a selected subset of motivations to play, specifically Role-playing, Escapism, and Advancement, will be significantly and strongly positively associated with both craving and number of indicators of addiction. 3. Players’ scores on a different subset of motivations to play, specifically Mechanics, Competition, and Customization, will be significantly but only weakly positively associated with both craving and number of indicators of addiction. Based on the CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 22 Resource Guide for the interpretation of Pearson’s r Coefficients (Quinnipiac Faculty, 2012), I operationally defined a weak positive correlation as an r between .20 and .30. 4. Players’ scores on a third subset of motivations to play, specifically Socializing, Relationship, Teamwork, and Discovery, will not be significantly associated with either craving or number of indicators of addiction. 5. Selected structural aspects of online games, including increasing effort/difficulty in reward attainment, unlimited time course, high avatar customization/attachment, greater world size and depth, and multi-player format, will be significantly positively associated with both craving scores and number of indicators of addiction. CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 23 METHOD Participants I recruited individuals from two populations as participants for this study. First, in November 2014, I posted information and a link to the study materials on five websites frequented by online game players (gaming discussion boards, forums, etc.). The recruitment notice explained that individuals could participate if they were at least 18 years of age and had played an online game at least once within the past 6 months. The notice also provided a short description of the measures, explained that participants have the opportunity to win a $100 gift card to Amazon.com, and emphasized that participation was anonymous (see Appendix A). Second, because this recruitment procedure yielded an insufficient number of participants, I sent an email in February 2015 to approximately 17,000 undergraduate and graduate students at a large, public, Midwestern university (enrollment of approximately 17,000 students) inviting them to participate in a research study in exchange for a chance to win a $100 gift card to Amazon.com. This email provided the same information about the study described above and included a link to the study (hosted by Survey Gizmo). The recruitment procedure and materials for both populations were approved by the BGSU Human Subjects Review Board. Measures Motivations to Play in Online Games Questionnaire. This questionnaire comprises 40 items designed to assess 10 types of motivation that Yee (2006a) grouped into three categories: Achievement, Social, and Immersion. The first category, Achievement, includes three motives: Advancement (i.e., the desire to gain power, rapidly progress, and acquire currency, items, or status), Mechanics (i.e., the desire to understand the rules and structure of the game to maximize in-game success), and Competition (i.e., the desire to challenge and compete with other players). CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 24 The second category, Social, also includes three motives: Socializing (i.e., the desire to help and communicate with other players), Relationship (i.e., the desire to form long-term meaningful relationships with other players), and Teamwork (i.e., the desire to be part of a fulfilling group effort or achievement). The third category, Immersion, includes four motives: Discovery (i.e., the desire to explore and uncover information about the game which other players lack), Roleplaying (i.e., the desire to create an avatar with an in-depth background and develop his or her narrative through interaction with other players), Customization (i.e., the desire to choose and alter aspects of the avatar’s appearance), and Escapism (i.e., the desire to use game play as a means of decreasing negative affect and/or avoiding real-life problems). Respondents rate their agreement (1=Strongly Disagree to 5=Strongly Agree) with items describing these 10 motivations (e.g., “I like to feel powerful in the game,” “I like to be immersed in a fantasy world”). Respondents may be strongly, moderately, or weakly motivated by each of the three categories in any combination. Billieux et al. (2013) reported the internal consistency reliability was .77 for the Achievement subscale, .74 for the Social subscale, and .73 for the Immersion subscale. Additionally, the motives of Escapism, Advancement, Competition, Mechanics, and Customization have been found to be significantly positively correlated with scores on online gaming addiction measures and number of hours played per week (Billieux et al., 2013; Yee, 2002; Yee 2006a, 2006b). These findings support the internal consistency reliability of the overarching categories and several elements of criterion validity of five motivation subscales in this questionnaire (Billieux et al., 2013; Yee, 2002; Yee 2006a, 2006b). Internal consistency reliabilities for the 10 subscales in the current sample are reported in the Results section. CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 25 Online Gaming Passions Scale. This scale comprises five statements designed to assess one’s obsessive passion and five statements designed to assess one’s harmonious passion to play online games (Wan & Chiou, 2007). Respondents were asked to rate their agreement with each item on a 7-point Likert scale ranging from 1 (“do not agree at all”) to 7 (“completely agree”). Wan and Chiou (2007) reported that obsessive passion to play online games, but not harmonious passion, was significantly positively associated with internet addiction scores. In a separate investigation of the Online Gaming Passions Scale, Stoeber et al. (2011) found that both harmonious passion and obsessive passion were significantly associated with craving to play online games. In the current sample, internal consistency reliability was .66 for obsessive passion and .71 for harmonious passion. Online Gaming Craving Questionnaire. This questionnaire, intended to measure subjective craving to play online games, is a modified version of the 12-item Alcohol Craving Questionnaire-Short Form-Revised (Singleton, Tiffany, & Henningfield, 2000). For this study, I modified the items of the revised Alcohol Craving Questionnaire to pertain to online gaming rather than alcohol consumption. In the current sample, internal consistency reliability of the Online Gaming Craving Questionnaire was .90, but there is no information about other psychometric properties of this questionnaire. International Consensus Items to Measure Internet Gaming Disorder. This questionnaire was developed by several experts on online gaming addiction, including members of the DSM-5 Substance Use Disorder Workgroup (Petry et al., 2014). The nine items reflect preoccupation, withdrawal, tolerance, inability to reduce or stop game playing, forgoing other activities, continued use despite negative consequences, attempts to deceive others or cover up game playing, playing to escape adverse moods, and risking the loss of relationships and/or CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 26 educational or occupational opportunities due to game playing. The psychometric properties of this questionnaire have not yet been published. In the current sample, internal consistency reliability was .74. Game Structure Questionnaire. I designed this 21-item questionnaire to assess the degree to which each participant’s game of choice emphasizes certain structural characteristics (e.g., “world” size, avatar customization, social interaction) based on the 10 motivations identified by Yee (2006a). Like Yee’s questionnaire to assess motivations to play online games, this newly developed questionnaire includes 10 subscales, one for each of the structural characteristics assessed, which are grouped into 3 overarching scales. The first scale, Social, includes the Socializing, Relationship, and Teamwork subscales. An example item from this scale is “My game of choice encourages relationships among players.” The second scale, Achievement, includes the Advancement, Competition, and Mechanics subscales. An example item from this scale is “My game of choice encourages winning battles against other players.” The third scale, Immersion, includes the Discovery, Customization, Roleplaying, and Escapism subscales. An example item from this scale is “My game of choice encourages the development of my avatar’s skills and story.” Internal consistency reliabilities for the 10 subscales are reported in the Results section. Demographics. This questionnaire asked participants for information about their age, gender, ethnicity, full-time or part-time student status, year in college, employment status, relationship status, residence, grade point average (GPA), and history of online gaming behavior. Procedure After a potential participant clicked on the link provided, the first page displayed was the informed consent. Participants consented by clicking the ‘Next’ button at the bottom of that CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 27 page. The next page of the survey asked participants to imagine they were preparing to play their online game of choice and to indicate their subjective craving by completing the Online Gaming Craving Questionnaire. Then, participants were asked to complete the Motivation to Play in Online Games Questionnaire and then the Game Structure Questionnaire. After completing the Game Structure Questionnaire, participants were asked to complete the International Consensus Items to Measure Internet Gaming Disorder and the Online Gaming Passions Scale. The last questionnaire collected demographic information and history of online gaming behavior. After completing all survey materials, participants were notified of whether they were randomly chosen as the winner of the lottery for the $100 Amazon.com gift card. Finally, participants were provided with links to additional resources about online gaming addiction and thanked for their time. CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 28 RESULTS Participant Characteristics and Gaming History At the close of data collection, 5,388 potential participants had clicked the link to the survey, and 936 completed at least part of the survey. Of those participants, 43 from the sample of regular game players provided complete data and 504 from the student sample provided complete data. Five participants from the student sample were eliminated due to failure to meet eligibility requirements, resulting in a final sample of 542 participants. As Table 1 reveals, the final sample was 59% male and 41% female, and 84% identified as Caucasian, 5% as Black/African-American, 5% as “other,” 3% as Asian-American/Pacific Islander, and 2% as Latino(a)/Hispanic-American. Most participants reported attending college or university (94%) and, of these participants, 25% were freshman, 20% were sophomores, 16% were juniors, 20% were seniors, and 13% were graduate students. Consistent with this distribution, the mean age of participants was 21.8 (SD = 3.7). Most participants resided in the United States (94%) and the remaining 6% resided in Australia, Canada, Denmark, France, Germany, Hungary, Italy, Japan, the Philippines, Slovakia, Spain, Sweden, and the United Kingdom. With regard to their game playing characteristics, 18% reported playing every day, 16% played 5-6 days per week, 23% played 3-4 days per week, 25% played 1-2 days per week, and 8% currently played less often. Almost two-thirds (65%) of participants reported playing 1-2 sessions per day, 11% played 3-4 sessions per day, 7% played 5 or more sessions per day, and 17% played less often. One-third of participants (34%) of participants reported having played online games for 1-5 years, another one-third (35%) had played for 6-11 years, 17% had played for longer than 11 years, and 13% of participants had played for less than one year. CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 29 In terms of game modality, 37% of participants reported playing on a laptop computer, 30% reported playing on a gaming console (e.g., Xbox, Playstation), 20% played on a desktop computer, 7% played on their cellphones, and 3% played on their tablets. The most commonly reported games of choice included MMORPGs such as League of Legends (45 participants, 8%), World of Warcraft (37 participants, 7%), and Runescape (20 participants, 4%); first-person shooter games such as Call of Duty (35 participants, 7%), Destiny (22 participants, 4%), and Grand Theft Auto (18 participants, 3%); virtual life games such as The Sims (16 participants, 3%); and strategy games such as Minecraft (11 participants, 2%). I conducted a series of t-tests to examine whether male and female participants differed significantly in their scores on any key variables. These analyses revealed that male and female participants differed significantly, but not meaningfully, on the two outcomes and seven of the predictors (see Table 8). For example, women scored an average of 3.0 for harmonious passion for online gaming, whereas men scored an average of 3.3. Although this difference was statistically significant (p < .001), there is not a meaningful difference between the scores of 3.0 and 3.3, both of which correspond to the same response option (“Slightly Disagree”) on the questionnaire for this variable, the Online Gaming Passions Scale. Because the actual differences on all of these variables were small and I did not consider them clinically meaningful, I conducted all further analyses using the entire sample combining males and females together. On average, participants met 2 of the 9 possible proposed criteria for Internet Gaming Disorder (M = 2.0, SD = 2.0). According to Petry et al. (2014), a cut off score for Internet Gaming Disorder has not been identified, but the authors suggest that a score of 5 may be used as a conservative cut-off point. Using the proposed cut-off, 8% of my participants would be categorized as having Internet Gaming Disorder. Participants also reported moderately high CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 30 craving to play online games, with a mean score of 4.3 (SD = 1.2) on a craving scale from 1 to 7. On average, participants moderately disagreed with statements indicating an obsessive passion for online gaming (M = 1.7, SD = 0.8), but slightly disagreed with statements indicating harmonious passion for online gaming (M = 3.1, SD = 0.9), both on a scale from 1 to 7. Harmonious and obsessive passions were significantly but weakly correlated, r (538) = .30. Motivations for Playing Online Games To evaluate the statistical independence of these predictors, I calculated inter-correlations among the 10 subscales of the Motivation to Play in Online Games Questionnaire. As Table 2 reveals, six of the coefficients were between .54 and .73, five were between .41 and .45, 11 were between .30 and .39, and the remaining 23 coefficients were between .14 and .29. This distribution of inter-correlations suggests that, although some of the 10 subscales of the Motivation to Play in Online Games Questionnaire were strongly associated, most were sufficiently independent to be employed as separate predictors. I also calculated the internal consistency reliability for each of the 10 Motivation to Play in Online Games Questionnaire subscales. Aside from the Teamwork subscale (α = .25), the Mechanics subscale (α = .25), the Customization subscale (α = .46), and the Discovery subscale (α = .51), all subscale alphas were acceptable to very good (Advancement, α = .65; Competition, α = .69; Socializing, α = .71; Relationship, α = .87; Role-playing, α = .62; Escapism, α = .77). Internal consistency reliability for the three overarching scales of Achievement, Social, and Immersion were .74, .81, and .78, respectively. Structure of Online Games To evaluate the statistical independence of these predictors, I calculated inter-correlations for the 10 subscales of the Game Structure Questionnaire and, as Table 3 reveals, subscale CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 31 correlations range from r = -.06 to r = .67. Of the 45 total coefficients, five were between .50 and .67, nine were between .41 and .49, 18 were between .20 and .39, and the remaining 13 coefficients were between -.06 and .19. This distribution of coefficients suggests that, although some of the 10 subscales of the Game Structure Questionnaire were related, most were sufficiently independent to be employed as separate predictors. Internal consistency reliability was also calculated for each of the five Game Structure Questionnaire subscales comprised of multiple items. Alphas for each of these five subscales were acceptable to very good (Socializing, α = .72; Escapism, α = .63; Role-playing, α = .75; Advancement, α = .75; Competition, α = .89). Internal consistency reliability for the three overarching scales of Achievement, Social, and Immersion was .69, .79, and .77, respectively. Prediction of Number of Indicators of Online Gaming Addiction I conducted a linear regression to test whether the number of addiction criteria endorsed (measured using the International Consensus Items to Measure Internet Gaming Disorder) could be predicted based on participants’ motivation to play online games (measured using the ten motivation subscales), the structure of their current game of choice (measured using the ten game structure subscales), their craving to play online games (measured using the Online Gaming Craving Questionnaire), the number of days they play online games per week, and their harmonious and obsessive passions for online gaming (measured using the Online Gaming Passions Scale). Although I expected craving scores and number of indicators of addiction to be significantly and strongly associated, I included craving scores as a predictor in this regression because I wanted to evaluate whether other variables were even stronger predictors of addiction indicators than craving scores. The regression equation was significant, F(1,190) = 26.65, p < .001, R2 = .56. The number of indicators of addiction participants endorsed was equal to -3.665 CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 32 (constant) + 1.291 (Obsessive passion score) + .363 (Escapism motivation score) + .240 (Craving score) - .220 (Harmonious passion score) + .086 (Number of days played per week). Examination of Table 4 reveals the strongest predictor was participants’ obsessive passion (β = .524), followed by Escapism motivation (β = .160), craving (β = .143), harmonious passion (β = .101), and number of days played per week (β = .096, all ps < .05). Prediction of Craving to Play Online Games I conducted a linear regression to test whether participants’ craving scores (measured using the Online Gaming Craving Questionnaire) could be predicted based on their motivation to play online games (measured using the ten motivation subscales), the structure of their current game of choice (measured using the ten game structure subscales), their endorsed criteria indicating online gaming addiction (measured using the International Consensus Items to Measure Internet Gaming Disorder), the number of days they play online games per week, and their harmonious and obsessive passions for online gaming (measured using the Online Gaming Passions Scale). Similar to my rationale in the first regression analysis, I included number of addiction indicators as a predictor in this regression because I wanted to evaluate whether other variables were even stronger predictors of craving scores than number of addiction indicators. The regression equation was significant, F(390) = 22.55, p < .001, R2 = .51. Participants’ predicted craving score was equal to 4.67 (constant) + .403 (Escapism motivation score) + .327 (Advancement motivation score) + .175 (Obsessive passion score) + .103 (Game Structure Relationship score) + .093 (number of endorsed indicators of online gaming addiction). Examination of Table 4 reveals the strongest predictor was participants’ Escapism motivation (β = .299), followed by Advancement motivation (β = .191), number of indicators of addiction (β = CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 33 .157), obsessive passion (β = .119), and Relationship game structure score (β = .094, all ps < .05). Association of Motivations and Game Structure with Harmonious and Obsessive Passions As a follow-up analysis, I wanted to examine whether the 10 motivation subscales were associated with obsessive and harmonious passions scores. Therefore, I calculated correlations between each of these variables and the 10 motivation subscales. All 10 subscales of the Motivation to Play in Online Games Questionnaire were significantly positively correlated with participants’ obsessive passion scores and harmonious passion scores. However, the size of the correlation varied greatly depending on the subscale. As examination of Table 5 reveals, obsessive passion scores were most highly correlated with Escapism (r = .28), Competition (r = .27), Mechanics (r = .27), and Relationship (r = .25). The table also shows that harmonious passion scores were most highly correlated with Relationship (r = .49), Escapism (r = .48), Roleplaying (r = .47), and Discovery (r = .41). In a second follow-up analysis, I examined whether game structure scores were associated with obsessive and harmonious passions scores. Therefore, I calculated correlations between each of these variables and the 10 game structure subscales. Analyses revealed that 5 of the 10 GSQ subscales were significantly correlated with participants’ obsessive passion scores and harmonious passion scores. As examination of Table 6 reveals, obsessive passion scores were not meaningfully correlated with any of the 10 subscales, even for those three coefficients that were statistically significant: Relationship (r = .16), Competition (r = .12), and Mechanics (r = .12). The table also shows that harmonious passion scores were significantly and most highly correlated with Mechanics (r = .40), Teamwork (r = .39), Relationship (r = .36), and Socializing (r = .35). CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 34 DISCUSSION The results of this study support, in part, the hypotheses that craving and motivation to play online games would be related to the number of endorsed indicators of online gaming addiction, and that the match between motivation and game structure would also be related to the number of endorsed indicators of addiction. To be clear, the match between motivation and game structure refers to the degree to which the structure of a player’s game of choice emphasizes his or her motivations for playing the game. In partial support of my hypotheses, both craving and reported number of addiction indicators were predicted by being motivated to play for Escapism. Contrary to my hypotheses, neither Role-playing nor Advancement motivations were significant predictors of number of indicators, but Advancement motivation was predictive of craving. Lastly, the association between game structure and motivation did not predict number of indicators of online gaming addiction. However, the association between game structure and motivation – specifically for relationships between players – was predictive of craving to play online games. That Escapism was one of the strongest predictors of the number of endorsed indicators of addiction is consistent with previously published research. Similar to the current study, Yee (2006a) found that Escapism as a motivation for game playing was a significant predictor of number of endorsed indicators of addiction. Similarly, Billieux et al. (2013) also reported that the correlation between Escapism motivation and number of endorsed indicators of addiction was stronger than the association between number of indicators and all other motivations. The finding that participants’ Advancement motivation was not predictive of number of addiction indicators, however, was not consistent with previous research. Unlike the current study, neither Billieux et al. (2013) nor Yee (2006a) found that being motivated to play by CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 35 Advancement was a significant predictor of number of addiction indicators. One explanation why Advancement motivation did not predict number of endorsed indicators of addiction is that participants in the current study may play online games in which Advancement is not a central part of the game structure (i.e., players’ performance is not dependent on acquiring increasingly higher character levels, points, or currency). If many current study participants are playing these types of games, Advancement motivation would not play as influential a role in the development of online gaming addiction and therefore would not be as predictive of number of addiction indicators as other factors (e.g., craving, other motivations). Another explanation is that Yee included additional independent variables (for example, the number of hours participants played online games per week), and those were more strongly predictive of number of addiction indicators than Advancement motivation in his sample. A third possible explanation is that too few participants endorsed symptoms of online gaming addiction to detect a relationship between Advancement motivation and number of indicators of addiction in my analyses. Unlike the present investigation (see Table 5), Billieux et al. (2013) and Yee (2006) did not find that Relationship motivation was significantly associated with number of endorsed indicators of addiction. Yet, their findings are inconsistent with Yee’s (2002) hypothesis that the social aspect of MMORPGs, in which players develop friendships and/or romantic relationships with other players, is one of the structural elements of MMORPGs that contributes to their addictive nature. Yee speculated that in-game relationship development may contribute to the stronger association between online gaming addiction and MMORPGs than any other type of game (Brockmyer et al., 2009; Chou & Ting, 2003; Wan & Chiou, 2006). Given the rewarding nature of in-game social interaction for many players, I agree that players’ motivation to develop relationships with each other should play a significant role in online gaming addiction. CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 36 In support of the idea that in-game relationships are associated with online gaming addiction, Hussain and Griffiths (2009a) found that significantly more addicted gamers than nonaddicted gamers reported socializing in-game to be more enjoyable than socializing in real life. Therefore, perhaps participants in the current study were more highly motivated by in-game relationships than were those of Yee (2006a) and Billieux et al. (2013). Another possibility is that, in the current study, some other variable such as the nature of social contact in participants’ game of choice is increasing the strength of the association between Relationship motivation and number of addiction indicators. That Mechanics motivation was moderately positively, and meaningfully, correlated with number of symptoms in my sample (Table 5), although it did not emerge as a significant predictor in the regression, is also inconsistent with previous research findings. Specifically, Billieux et al. (2013) reported that Mechanics motivation was weakly positively correlated with addiction scores and Yee (2006a) found that Mechanics motivation was not a significant predictor of addiction scores. One explanation for the discrepancy among these three studies is that Yee (2006a) measured online gaming addiction using Young’s (1998) diagnostic questionnaire for internet addiction whereas I assessed online gaming addiction using the International Consensus Items to Measure Internet Gaming Disorder (Petry et al., 2014). Yee’s measure assesses internet addiction which, although related to online gaming addiction, is a more general construct than online gaming addiction because it encompasses internet activities that are not specifically related to gaming. Another explanation is that participants in the current study were more interested in aspects of software programming that influence game development and game play. If my participants had more interest in these factors, that interest would influence both their Mechanics motivation and the number of indicators of addiction they endorsed. CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 37 My findings regarding passionate attachment to online games – specifically, that obsessive passion predicted both number of indicators of online gaming addiction and craving to play online games – is consistent with two previously published investigations. Wang and Chu (2007) also found that obsessive passion was strongly positively correlated with addiction scores and Stoeber et al. (2011) found that obsessive passion was strongly positively correlated with self-reported craving to play online games. Unexpectedly, harmonious passion scores were a significant predictor of the number of indicators of online gaming addiction. However, harmonious passion no longer predicted number of indicators in the follow-up regression in which only the significant predictors were used as independent variables. Given that harmonious passion reflects an attachment to an activity characterized by enjoyment and other positive emotions, this latter result is consistent with my speculation that harmonious passion for online gaming should not be related to online gaming addiction, which often involves negative affect when playing and when prevented from playing games. Consistent with this conceptualization, Stoeber et al. (2011) found that harmonious passion scores were not associated with addiction scores in SEM analyses. Because previously published studies have not examined the association of craving to play online games with motivations for playing, there is no previous research against which to compare these particular findings (i.e., that Escapism motivation and Advancement motivation were the strongest predictors of craving). However, there is previous research bearing on my findings regarding the other significant predictors of craving (i.e., number of indicators of addiction, obsessive passion score, Relationship game structure score). Like my study, Thalemann et al. (2007) found that craving to play online games was significantly positively associated with online gaming addiction. That craving is associated with number of indicators of CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 38 addiction to online games makes sense conceptually, given that the experience of craving is considered a symptom of both behavioral and substance addictions (Petry et al., 2014). Additionally, Stoeber and colleagues (2011) found that craving to play online games was strongly positively correlated with obsessive passion for online gaming, and that obsessive passion for online gaming was predictive of negative affect when prevented from playing online games. Although negative affect when prevented from playing online games is not necessarily the same subjective experience as craving, I think negative affect when prevented from playing contributes to urgency to play, and is therefore related to the strength of craving for many game players. No previous research has evaluated the association between craving and the degree to which the structure of participants’ games of choice emphasizes relationships with other players. However, previous research has demonstrated that in-game relationships are rewarding for many players, especially those who report greater online gaming addiction (Hussain & Griffiths, 2009a). Given that craving is one of several defining features of online gaming addiction (Petry et al., 2014; Yee, 2002, 2006a) and that having in-game relationships is significantly associated with online gaming addiction, craving should be more intense for those players who choose games in which inter-player relationships are emphasized. It is somewhat difficult to compare my results regarding game structure and motivation because previous research has not assessed the match between the structure of players’ games of choice and their motivations for playing. However, previous research has demonstrated that games with a particular structure, MMORPGs specifically, are more strongly associated with online gaming addiction than any other type of game. Yee (2002) hypothesized that the reward structure of MMORPGs, their social nature, and their immersive qualities contribute most CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 39 heavily to the association between MMORPGs and online gaming addiction. Subsequent research by King and Delfabbro (2009) supported Yee’s hypotheses by finding that participants who play games in which increasing amounts of time and effort are required to progress (i.e., incremental reward structure) report more indications of addiction than participants who play games in which stable amounts of time and effort are required to progress. Further support for Yee’s hypotheses was provided by Hussain and Griffiths (2009a), who found that significantly more addicted gamers than non-addicted gamers reported in-game socializing as pleasant and satisfying compared to socializing in real life. Griffiths et al. (2004) found that players’ enjoyment of the unlimited time course of games, in particular, is significantly associated with self-reported addiction. Finally, several researchers have found that the immersive qualities of MMORPGs, such as unlimited time course, are significantly associated with gaming addiction (Brockmyer et al., 2009; Chou & Ting, 2003; Wan & Chiou, 2006; Yee, 2006b). The findings that reward structure, social contact, and immersive qualities of an online game are associated with online gaming addiction were supported only partially by those of the current study. In the current study, the degree to which participants’ game of choice emphasized relationships between players significantly predicted craving scores. By contrast, the degree to which participants’ game of choice emphasized incremental reward attainment and unlimited time course were not significant predictors of either the number of endorsed indicators of addiction or craving scores. One possible explanation for this discrepancy is that previous research used single-item craving scales rather than multi-item craving measures. Although single-item rating scales provide a quicker assessment of craving, multi-item questionnaires provide a more detailed and CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 40 comprehensive evaluation of the multiple dimensions of the craving experience. However, if single item ratings and multi-item scores are highly correlated, then the use of single-item ratings might be more advantageous due to reduced participant fatigue and reduced cue exposure effects in single-item craving assessments. A second explanation is that previous research used internet addiction measures rather than online gaming-specific addiction measures, and the former assess a broader and less-clearly defined construct. In addition, internet addiction typically involves behaviors and experiences that are different from online gaming addiction, such as compulsive shopping, video watching, and forum use. The items of online-gaming addiction measures are more likely to be relevant to the experience of online gaming than items of broader internet addiction measures. However, there are disadvantages of using online-gaming addiction questionnaires. One disadvantage is that there is little evidence regarding the psychometric properties of many of the questionnaires created specifically to assess online gaming addiction (e.g., Problematic Online Game Use Scale; Haagsma et al., 2013a; GAME-AUDIT and GAME-TACE; Decker & Gay, 2011). Because psychometric evaluations have not yet been conducted, we cannot assume that these questionnaires are reliable or valid measures of online gaming addiction, problematic use of online games, or online gaming dependence. Therefore, a limitation of the current study is the use of the International Consensus Items to Measure Internet Gaming Disorder (Petry et al., 2014) to measure online gaming addiction, because its psychometric properties have not yet been evaluated. Another disadvantage of the ICIMIGD is the dichotomous (yes/no) response option for each purported indicator of online gaming addiction. Dichotomous response options can elicit unbalanced response distributions (i.e., where almost all respondents endorse yes or no), and thus CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 41 provide less accurate scores for questionnaires meant to assess participants’ complex experiences. Furthermore, multiple choice response options are more reliable, provide more stable results, and produce better scales than the dichotomous choice options (Comrey, 1988). A limitation common to all of the measures used in this study is that they assume a trait theory conceptualization of the constructs they assessed, rather than taking situational specificity into account. Trait theory assumes that many behaviors are influenced by personality traits, dispositions and characteristics that are stable across time and circumstances. By contrast, situational specificity assumes that most behavior is less a function of traits and more a function of the many environments in which a person operates, and which set the occasion for and reward or punish behavior. In relation to my study, the ICIMIGD is based on the implicit assumption that online gaming addiction is a disposition or characteristic that influences an individual across time and environments. However, it is possible to take context into account in conceptualizing online gaming addiction. In this case, symptoms or criteria of online gaming addiction would be viewed less as signs of an underlying psychopathological state and more as samples of behavior that manifest, and are then rewarded or punished, in certain environments and not in others. The measures used in my study did not take context into account in assessing constructs such as online gaming addiction symptoms. A third limitation is that the nine items of the ICIMIGD are given equal weight in determining participants’ number of endorsed indicators of addiction. Equivalent weighting of items is problematic because some criteria, such as tolerance and withdrawal, may be indicative of more problematic use than other criteria, such as reducing participation in other activities to make more time for online gaming. Using equal weights, a participant who endorses 2 items on this measure would be rated as having less problematic use than a participant who endorses 5 CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 42 items on the measure. However, if the first participant scores a 2 by endorsing the tolerance item and the withdrawal item, and the second participant scores a 5 by endorsing the items regarding preoccupation, giving up activities, escaping adverse moods, covering up use, and risking opportunities, I would argue that the participant who experiences tolerance and withdrawal has a more serious problem even though he or she endorsed fewer indicators. Another limitation of the current study was the questionnaire I devised to assess which aspects of game structure emphasize different player motivations. Unexpectedly, many of the ten subscales demonstrated poor internal consistency reliability. Furthermore, many subscales were correlated only weakly with the motivations to which they pertain, and were unrelated to craving, number of addiction indicators, and harmonious and obsessive passions for online gaming. This pattern of results suggests that the Game Structure Questionnaire subscales lack convergent validity, in that they do not demonstrate relationships with constructs to which they are conceptually linked. Given these limitations, I recommend further research to develop an assessment of game structure based on motivations to play online games. Future research would also benefit from the development of an online gaming addiction measure that retains the conceptual foundation of the ICIMIGD but also offers differential weights for items referencing criteria of varying severity. Such a measure would allow researchers to assess online gaming addiction using a measure that is based on the specific experience of online gaming, and accounts for different severity of criteria for problematic use. Additionally, future research in this area might benefit from more extensive examination of the influence of game structure on players’ motives for and addiction to online gaming. Specifically, research could examine the process by which game structure features such as increasing difficulty in reward attainment, unlimited time course, and character/avatar attachment influence CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 43 motivations for and symptoms of online gaming addiction. Such research could lead to the implementation of a set of standards for game development that would minimize structural elements that lead to greater game addiction and thereby would provide an early safeguard to problematic gaming in players. Although the current study begins the examination of the way in which motivation and game structure influence online gaming addiction, further research is needed to provide empirical basis and impetus for change in the game development community. CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 44 REFERENCES Allison, S. E., von Wahlde, L., Shockley, T., & Gabbard, G. O. (2006). 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Demographic and Game Playing Characteristics of Participants Age (Years) Gender Male Female Country United States Europe Canada Asia Australia Ethnicity White/European-American Black/African-American Asian-American/Pacific Islander Latino(a)/Hispanic Other Attended College/University Yes No Year in College/University Freshman Sophomore Junior Senior Graduate Student Number of gaming sessions played per day 1-2 sessions 3-4 sessions 5-6 sessions 7-8 sessions 9-10 sessions More than 10 sessions Typical length of gaming sessions Less than 1 hour 1-2 hours 3-5 hours 6-8 hours 9-11 hours 21.8 (3.7) 59% 41 95% 2 1 1 1 84% 5 3 2 5 95% 5 25% 20 16 20 13 65% 11 3 1 1 2 28% 47 21 2 1 CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 53 More than 11 hours Game playing days per week None 1 day 2 days 3 days 4 days 5 days 6 days Everyday Number of years playing Less than 1 year 1-2 years 3-5 years 6-8 years 9-11 years More than 11 years Typical game modality Laptop computer Console (e.g., Xbox, Playstation) Desktop computer Cell phone Tablet Other 1 8% 15 12 17 13 10 6 18 13% 13 21 22 13 17 37% 30 20 8 3 2 CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 54 Table 2. Intercorrelations among 10 subscales of the Motivation to Play Online Games Questionnaire Subscale title Advan Mech cement anics Comp etition Social Relatio Team izing nship work Disco Role very play Custom ization Esca pism Advance ment - .36* .39* .28* .28* .14* .30* .27* .56* .41* - .20* .27* .33* .31* .26* .29* .36* .33* - .25* .22* .16* .22* .16* .26* .26* - .73* .62* .30* .17* .21* .32* - .59* .32* .21* .26* .36* - .24* .17* .16* .22* - .45* .43* .41* - .64* .54* - .45* Mechani cs Competi tion Socializi ng Relation ship Teamwo rk Discover y Roleplay Customi zation Escapis m *p<.01 - CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 55 Table 3. Intercorrelations among the 10 subscales of the Game Structure Questionnaire Subscale title Advan Mech cement anics Comp etition Social Relatio Team izing nship work Disco Role very play Custom ization Esca pism Advance ment - .17* .05 .23* .06 .12* .27* .28* .20* .19* - .13* .29* .25* .26* .49* .47* .39* .50* - .42* .21* .46* .03 -.06 .04 -.05 - .41* .67* .44* .21* .24* .33* - .46* .33* .28* .24* .22* - .27* .18* .18* .18* - .50* .37* .54* - .54* .48* - .44* Mechani cs Competi tion Socializi ng Relation ship Teamwo rk Discover y Roleplay Customi zation Escapis m *p<.01 - CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 56 Table 4. Regression for significant predictors of number of indicators of addiction and craving ICIMIGD R square .56 .51 26.65 22.552 .000 .000 OGPS Obsessive .524** .119* OGPS Harmonious -.101* - OGCQ .143** - - .157** .096* - .160** .299** MPOGQ Advancement - .191** GSQ Relationship - .094* F p level Beta weights OGCQ ICIMIGD # days played per week MPOGQ Escapism Note. ICIMIGD = International Consensus Items to Measure Internet Gaming Disorder; OGCQ = Online Gaming Craving Questionnaire; MPOGQ = Motivations to Play in Online Games Questionnaire; GSQ = Game Structure Questionnaire. *p < .05 **p < .01 CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 57 Table 5. Association between Motivation to Play in Online Games Questionnaire subscales and harmonious and obsessive passions Motivation Craving subscale Addiction Harmonious Obsessive indicators passion passion Advancement .44** .31** .32** .21** Mechanics .32** .30** .38** .27** Competition .29** .28** .22** .27** Socializing .36** .29** .37** .15** Relationship .42** .33** .49** .25** Teamwork .26** .20** .38** .15** Discovery .34** .25** .41** .16** Roleplaying .40** .26** .47** .16** Customization .39** .28** .39** .24** Escapism .59** .46** .48** .28** *p < .05 **p < .01 CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 58 Table 6. Association between Game Structure Questionnaire subscales and harmonious and obsessive passions Game structure Craving subscale Addiction Harmonious Obsessive indicators passion passion Advancement .09* .06 .08 -.02 Mechanics .23** .17** .40** .12** Competition .19** .21** .21** .12** Socializing .29** .27** .35** .09* Relationship .29** .21** .36** .16** Teamwork .31** .25** .39** .09* Discovery .24** .16** .34** .09* Roleplaying .20** .07 .34** .05 Customization .16** .13** .24** .05 Escapism .15** .10* .31** .04 *p < .05 **p < .01 CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 59 Table 7. Percent of participants endorsing International Consensus Items to Measure Internet Gaming Disorder (ICIMIGD) criteria ICIMIGD Criteria Preoccupation - spend a lot of time thinking about games even when not playing, or planning when to play next Withdrawal - feel restless, irritable, moody, angry, anxious, or sad when attempting to cut down or unable to play Tolerance - need to play for longer amounts of time, play more exciting games, or use more powerful equipment to get same amount of excitement Unable to reduce/stop - feel you should play less but are unable to cut back on amount of time spent playing games Give up other activities - lose interest or reduce participation in other activities (hobbies, meetings with friends) due to gaming Continue despite problems - continue to play despite negative consequences (not getting enough sleep, being late to school/work, spending too much money, having arguments with others, neglecting important duties) Deceive/cover up - lie to family, friends, or others, or try to keep them from knowing, about how much you play Escape adverse moods - play to escape from or forget about personal problems or to relieve uncomfortable feelings (guilt, anxiety, helplessness, sadness) Risk/lose relationships/opportunities - risk or lose significant relationships or job, academic, or career opportunities due to gaming % of participants endorsing 28% 15% 19% 13% 19% 40% 12% 45% 7% CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 60 Table 8. Gender differences for number of addiction indicators, craving, passions, and 10 motivation subscales Variable # of addiction indicators Male Female Craving score Male Female Obsessive passion score Male Female Harmonious passion score Male Female Advancement motivation Male Female Mechanics motivation Male Female Competition motivation Male Female Socializing motivation Male Female Relationship motivation Male Female Teamwork motivation Male Female Discovery motivation Male Female Role-playing motivation Male Female N Mean SD p value 315 223 2.20 1.66 2.03 1.98 .002* 316 223 4.45 4.10 1.19 1.20 .001* 316 222 1.75 1.66 0.82 0.83 .225 316 222 3.27 2.95 0.89 0.97 .000* 316 223 3.60 3.27 0.69 0.71 .000* 316 223 2.97 2.65 0.63 0.69 .000* 316 223 2.66 2.20 0.72 0.69 .000* 315 222 3.20 2.51 1.12 1.16 .000* 316 223 2.71 2.23 1.12 1.10 .000* 316 223 2.92 2.62 0.62 0.62 .000* 316 223 3.38 3.28 0.91 0.90 .211 316 223 3.26 3.31 0.73 0.76 .421 CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 61 Customization motivation Male Female Escapism motivation Male Female 316 223 2.91 2.93 0.86 0.88 .728 316 223 3.69 3.57 0.89 0.95 .153 CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 62 APPENDIX A. RECRUITMENT SCRIPT Online Game Playing Research Study - Bowling Green State University You are invited to participate in a project we are conducting on the relationship between online gaming attitudes, motivations, and behaviors. You are eligible to participate if you are at least 18 years old and have played an online game at least once in the past six months. Participation is completely anonymous and participants can complete the entire study online. Participants will be asked to complete a set of questionnaires regarding their online gaming attitudes and behaviors and a few demographic questions. Please know that all of your answers are anonymous. We anticipate it will take you between 20 and 40 minutes to complete all questionnaires. As incentive, you will be automatically entered to win a $100.00 Amazon.com gift card. The benefits of participating include helping us better understand the relationship between online gaming attitudes, motivations, and behaviors. To access the online study, please click on the following link: [[[study link to Survey Gizmo inserted here]]] For more information, please contact: Nicole Cross, Principal Investigator Graduate Student - Bowling Green State University [email protected] CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 63 APPENDIX B. MOTIVATION TO PLAY IN ONLINE GAMES QUESTIONNAIRE Instructions: Please rate your agreement with each of the following items using this scale: 1=Strongly Disagree, 2=Disagree, 3=Neither Agree nor Disagree, 4=Agree, 5=Strongly Agree 1) I find myself having meaningful conversations with others. 2) I usually don’t chat much with group members. 3) I have made some good friends in the game. 4) I find myself soloing a lot. 5) I like to say funny things in group/guild chat. 6) I talk to my friends in the game about personal issues. 7) Friends in the game have offered me support when I had a RL problem or crisis. 8) I am an effective group leader. 9) I would rather follow than lead. 10) I like to feel powerful in the game. 11) Doing massive amounts of damage is very satisfying. 12) I constantly try to set and reach goals. 13) I can’t stand those people who only care about leveling. 14) It’s very important to me to get the best gear available. 15) I try to optimize my XP gain as much as possible. 16) I’m fascinated by the game mechanics, and love charts and tables. 17) I research everything about a class before starting the character. 18) Class-balancing or realm-balancing issues do not interest me. 19) This game is too complicated. 20) I like wandering and exploring the world. CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 64 21) I would make maps if they weren’t available. 22) I have learned things about myself from playing the game. 23) I understand real-life group dynamics much more after playing the game. 24) I like the escapism aspect of the game. 25) I like to be immersed in a fantasy world. 26) Playing the game lets me vent and relieve stress from the day. 27) Playing the game lets me forget some of the real-life problems I have. 28) I like to try out new roles and personalities with my characters. 29) The way I am in the game is the way I am in real life. 30) People who role-play extensively bother me. 31) I like the feeling of being part of a story. 32) I make up stories and histories for my characters. 33) I like to manipulate other people so they do what I want them to. 34) I like to dominate other characters/players. 35) I like to taunt or annoy other players. 36) I scam other people out of their money or equipment. 37) I beg for money or items in the game. 38) It’s important to me to achieve things with as little help from other people as possible. 39) It’s just a game. 40) I am uninterested in player-killing. CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 65 APPENDIX C. ONLINE GAMING PASSIONS SCALE Instructions: Please rate your agreement with each of the following items using this scale: 1: I do not agree at all, 2: I do not agree, 3: I somewhat disagree, 4: I neither agree or disagree, 5: I somewhat agree, 6: I agree, 7: I completely agree 1. I cannot live without this game. 2. I am emotionally dependent on this game. 3. I have a tough time controlling my need to play this game. 4. I have almost an obsessive feeling for this game. 5. The urge is so strong, I cannot help myself from playing this game. 6. This game allows me to live memorable experiences. 7. This game is in harmony with the other activities in my life. 8. The new things that I discover with this game allow me to appreciate it even more. 9. This game reflects the qualities I like about myself. 10. This game allows me to live a variety of experiences. CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 66 APPENDIX D. ONLINE GAMING CRAVING QUESTIONNAIRE 1. If I had access to my game of choice right now, I would probably play it. Strongly Disagree __ __ __ __ __ __ __ Strongly Agree __ __ __ __ Strongly Agree __ __ Strongly Agree 2. I miss playing my game of choice. Strongly Disagree __ __ __ 3. I am not planning on playing my game of choice. Strongly Disagree __ __ __ __ __ 4. I could not stop myself from playing my game of choice if I had the chance to play. Strongly Disagree __ __ __ __ __ __ __ Strongly Agree 5. I want to play my game of choice so badly, I can almost see the game images in my mind. Strongly Disagree __ __ __ __ __ __ __ Strongly Agree 6. I would feel less irritable if I played my game of choice right now. Strongly Disagree __ __ __ __ __ __ __ Strongly Agree __ Strongly Agree __ Strongly Agree 7. If I play my game of choice right now, I will feel less tense. Strongly Disagree __ __ __ __ __ __ 8. Playing my game of choice now would not be very satisfying. Strongly Disagree __ __ __ __ __ __ CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 67 9. I would feel less restless if I played my game of choice right now. Strongly Disagree __ __ __ __ __ __ __ Strongly Agree 10. If I was playing my game of choice right now, I would feel less nervous. Strongly Disagree __ __ __ __ __ __ __ Strongly Agree 11. It would be easy for me to pass up the chance to play my game of choice. Strongly Disagree __ __ __ __ __ __ __ Strongly Agree __ Strongly Agree 12. Playing my game of choice would put me in a better mood. Strongly Disagree __ __ __ __ __ __ CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 68 APPENDIX E. INTERNATIONAL CONSENSUS ITEMS TO MEASURE INTERNET GAMING DISORDER Question 1. Do you spend a lot of time thinking about games even when you are not playing, or planning when you can play next? 2. Do you feel restless, irritable, moody, angry, anxious, or sad when attempting to cut down or when you are unable to play? 3. Do you feel the need to play for increasing amounts of time, play more exciting games, or use more powerful equipment to get the same amount of excitement you used to get? 4. Do you feel that you should play less, but are unable to cut back on the amount of time you spend playing games? 5. Do you lose interest in or reduce participation in other recreational activities (hobbies, meetings with friends) due to gaming? 6. Do you continue to play games even though you are aware of negative consequences, such as not getting enough sleep, being late to school or work, spending too much money, having arguments with others, or neglecting important duties? 7. Do you lie to family, friends, or others about how much you game, or try to keep your family or friends from knowing how much you game? 8. Do you game to escape from or forget about personal problems or to relieve uncomfortable feelings such as guilt, anxiety, helplessness, or sadness? 9. Do you risk or lose significant relationships or job, educational, or career opportunities because of gaming? Criterion Preoccupation Withdrawal Tolerance Unable to reduce/stop Give up other activities Continue despite problems Deceive/cover up Escape adverse moods Risk/lose relationships/opportunities CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 69 APPENDIX F. GAME STRUCTURE QUESTIONNAIRE 1. My game of choice allows _____ people to play simultaneously. 1 person 2 – 3 people 4 – 10 people 11 – 100 people More than 100 people 2. My game of choice encourages social contact. Strongly Disagree Disagree Neither agree nor disagree Agree Strongly Agree Agree Strongly Agree 3. My game of choice encourages teamwork among players. Strongly Disagree Disagree Neither agree nor disagree 4. My game of choice encourages relationships among players. Strongly Disagree Disagree Neither agree nor disagree Agree Strongly Agree Agree Strongly Agree 5. The setting of my game of choice is a very large world. Strongly Disagree Disagree Neither agree nor disagree 6. The setting of my game of choice is a realistic-looking world. Strongly Disagree Disagree Neither agree nor disagree Agree Strongly Agree 7. The setting of my game of choice is a visually detailed world. Strongly Disagree Disagree Neither agree nor disagree Agree Strongly Agree Agree Strongly Agree 8. The setting of my game is a complex world. Strongly Disagree Disagree Neither agree nor disagree 9. My game of choice allows me to customize my avatar to look however I want. Strongly Disagree Disagree Neither agree nor disagree Agree Strongly Agree 10. My game of choice encourages the development of my avatar’s skills and story. Strongly Disagree Disagree Neither agree nor disagree Agree Strongly Agree CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 70 11. I progress in my game of choice through the way my avatar progresses in his/her skills and story. Strongly Disagree Disagree Neither agree nor disagree Agree Strongly Agree 12. When I play my game of choice, there is a defined end to the game (for example, when the battle is over, I must choose a new battle or game to continue playing). Strongly Disagree Disagree Neither agree nor disagree Agree Strongly Agree 13. When I play my game of choice, there is no defined end to the game (for example, the game is ongoing and I stop playing when I log off to start again where I left off in the last session). Strongly Disagree Disagree Neither agree nor disagree Agree Strongly Agree 14. At the beginning of my game of choice, items are easier to earn. Strongly Disagree Disagree Neither agree nor disagree Agree Strongly Agree 15. As my level progresses in my game of choice, items require more time, effort, and skill to earn. Strongly Disagree Disagree Neither agree nor disagree Agree Strongly Agree 16. In my game of choice, the same amount of skill, time, and effort is required to earn items when I first start playing and after I have been playing for a while. Strongly Disagree Disagree Neither agree nor disagree Agree Strongly Agree 17. At the beginning of my game of choice, I advance in levels quickly. Strongly Disagree Disagree Neither agree nor disagree Agree Strongly Agree 18. After I have been playing my game of choice for a while, it requires more time and effort to advance my level. Strongly Disagree Disagree Neither agree nor disagree Agree Strongly Agree CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 71 19. In my game of choice, the same amount of skill, time, and effort is required to advance my level when I first start playing and after I have been playing for a while. Strongly Disagree Disagree Neither agree nor disagree Agree Strongly Agree 20. My game of choice encourages competing with other players. Strongly Disagree Disagree Neither agree nor disagree Agree Strongly Agree 21. My game of choice encourages winning battles against other players. Strongly Disagree Disagree Neither agree nor disagree Agree Strongly Agree CRAVING AND MOTIVATION IN ONLINE GAMING ADDICTION 72 APPENDIX G. DEMOGRAPHIC QUESTIONS 1) Please check your gender: Male Female 2) How old are you? _______ 3) Please check your ethnicity: White/European American Asian-American/Pacific Islander Black/African American Native American Indian/First Nation Latino(a)/Hispanic-American Other (please specify): 4) What is your year in college? Freshman Sophomore Junior 5th year or above Senior 5) Are you a: Full-time student Part-time student 6) Please check where you live: I live on campus I live off campus 7) How many separate game sessions do you play each day? None times 1-2 times 3-4 times 5-6 times 7-8 times 9-10 times More than 10 8) How long does a typical gaming session last? Less than 1 hour 1 – 2 hours 3 – 5 hours 6-8 hours More than 9 hours 9) How many days out of the week do you game? None One day Two days Three days Four days Five days Six days Everyday 10) How long have you been playing online games? Less than 1 year 1 – 2 years 3 – 5 years 6-9 years More than 10 years
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