Professional Documents
Culture Documents
Chee Siang Ang, Panayiotis Zaphiris, Shumaila Mahmood, A model of cognitive loads in
massively multiplayer online role playing games, Interacting with Computers, Volume 19, Issue
2, 2007, Pages 167-179, Being one of the most commercially successful entertainment software
applications, massively multiplayer online role playing games (MMORPGs) continue to expand
in term of the revenue they generate as well as the involvement of users who congregate in their
virtual space and form communities around them to support each other. Unlike conventional
offline computer games, or networked games with limited numbers of players, MMORPGs are
not merely software applications as they are usually seen as a space with complicated dynamics
of social interactions. Hence, it is believed that playing these games might cause cognitive
overload problems among the players as they have to constantly interact with the game world as
well as with other users. We conducted an exploratory study using qualitative methods to explore
cognitive overloads in Maple Story, a typical MMORPG. Our results reveal that several types of
cognitive overloads emerge during the game playing. While some of these overloads pose
serious problems even to expert players, players seem to develop strategies to overcome them. It
is found that some forms of cognitive load are actually desirable in order to make the game
challenging. We have also created a set of recommendations that can help game developers
King, Daniel & Delfabbro, Paul & Griffiths, Mark. (2010). Recent innovations in video
game addiction research and theory. Global Media Journal: Australian Edition. 4. 1-13. In 1989,
particularly addiction to the Internet and online video games, has grown dramatically in both the
Western and Eastern contexts. Expansion of this research area reflects a dramatic growth in the
popularity of new interactive digital technologies, as well as mounting concern among health
professionals that some vulnerable individuals may experience harm if these technologies are
used excessively. It is therefore timely to reflect critically on several key research questions
within the psychological field of video game addiction, as well as the broader question of
whether contemporary anxieties about high levels of computer technology use are justified. In
this paper, we provide an overview of recent innovations in video game addiction research and
highlight the benefit of these contributions to the field. These innovations include: changes in the
conceptual definition of video game addiction, greater recognition of the diversity of the video
game playing population and the psycho-structural characteristics of video games, various
correlates of problem video game playing. Finally, we suggest a number of future research
directions that may advance the current state of the knowledge in this area.
ABSTRACT 3
Wan CS, Chiou WB. Psychological motives and online games addiction: a test of flow
theory and humanistic needs theory for Taiwanese adolescents. Cyberpsychol Behav.
has received much attention as well as having become a popular research topic. This research
explored, from flow theory and humanistic needs theory, the psychological motivations of
Taiwanese adolescents who are addicted to online games. The purpose of Study 1 was to
investigate the relationship between players' flow state and their online games addiction. The
results indicated that flow state was negatively correlated with addictive inclination and it was
not a significant predictor for players' subsequent additive inclination. Findings also revealed that
the addicts' flow state was significantly lower than the nonaddicts. Thus, flow state might not be
the key psychological mechanism of players' addiction. In Study 2, the results showed that the
psychological needs of players of online games were close to the two-factor theory which depicts
the feature of dissatisfactory factor. That is, the absence of playing online games is more likely to
generate sense of dissatisfaction; the addicts' compulsive use of online games seems to stem from
the relief of dissatisfaction rather than the pursuit of satisfaction. In contrast, online games tend
to provide the nonaddicts with a sense of satisfaction rather than a sense of dissatisfaction.
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ABSTRACT 1
Hence, it is believed that playing these games might cause cognitive overload problems
among the players as they have to constantly interact with the game world as well as with other
users.
ABSTRACT 2
mounting concern among health professionals that some vulnerable individuals may
ABSTRACT 3
flow theory and humanistic needs theory, the psychological motivations of Taiwanese