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dc.contributor.authorHsu, Shang Hwaen_US
dc.contributor.authorWen, Ming-Huien_US
dc.contributor.authorWu, Muh-Cherngen_US
dc.date.accessioned2014-12-08T15:08:20Z-
dc.date.available2014-12-08T15:08:20Z-
dc.date.issued2009-11-01en_US
dc.identifier.issn0360-1315en_US
dc.identifier.urihttp://dx.doi.org/10.1016/j.compedu.2009.05.016en_US
dc.identifier.urihttp://hdl.handle.net/11536/6474-
dc.description.abstractThe overuse of Massively Multiplayer Online Role Playing Games (MMORPGs) is becoming a significant problem worldwide, especially among college students. Similar to Internet addiction, the pathological use of MMORPG is a kind of modern addiction that can affect students' lives on both a physical and a psychological level. The purpose of this study is to understand MMORPG addiction from a user experience design approach. We first developed a complete model that includes eleven factors (challenge, fantasy, curiosity, control, reward, cooperation, competition, recognition, belonging, obligation and role-playing) to represent users' experience in MMORPGs. After that, we design a questionnaire to measure student' gaming experience and level of addiction. Students' demography information, including gender and game playing habits, was also collected. Four hundred and eighteen Taiwanese college students aged 18-25 years old took part in this online survey. Regression analysis was then conducted to evaluate the relative explanatory power of each variable, with addiction score as the dependent variable and the eleven user experience factors as the independent variables. The results of regression analysis reveal five critical factors (curiosity, role-playing, belonging, obligation and reward) that can be used to predict MMORPG addiction. In addition, this study also infers possible casual mechanisms for increasing college students' level of addiction. The implications of our findings for both design and educational practitioners were also discussed. (C) 2009 Elsevier Ltd. All rights reserved.en_US
dc.language.isoen_USen_US
dc.subjectInterneten_US
dc.subjectInternet addictionen_US
dc.subjectComputer gamesen_US
dc.subjectVirtual realityen_US
dc.subjectHuman factorsen_US
dc.titleExploring user experiences as predictors of MMORPG addictionen_US
dc.typeArticleen_US
dc.identifier.doi10.1016/j.compedu.2009.05.016en_US
dc.identifier.journalCOMPUTERS & EDUCATIONen_US
dc.citation.volume53en_US
dc.citation.issue3en_US
dc.citation.spage990en_US
dc.citation.epage999en_US
dc.contributor.department工業工程與管理學系zh_TW
dc.contributor.departmentDepartment of Industrial Engineering and Managementen_US
dc.identifier.wosnumberWOS:000269069200040-
dc.citation.woscount53-
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