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Information & Management 56 (2019) 103139

Contents lists available at ScienceDirect

Information & Management


journal homepage: www.elsevier.com/locate/im

Alone or together? Exploring the role of desire for online group gaming in T
players’ social game addiction
Xiang Gonga, Kem Z.K. Zhangb, , Christy M.K. Cheungc, Chongyang Chend, Matthew K.O. Leee

a
University of Science and Technology of China-City University of Hong Kong Joint Program, 96 Jinzhai, Hefei, Anhui, China
b
International School of Business & Finance, Sun Yat-sen University, Zhuhai, Guangdong, China
c
Department of Finance and Decision Sciences, School of Business, Hong Kong Baptist University, Kowloon Tong, Hong Kong
d
Dongwu Business School, Soochow University, Suzhou, China
e
Department of Information Systems, City University of Hong Kong, 6117, Cheng Yick Chi Building, Hong Kong

ARTICLE INFO ABSTRACT

Keywords: Drawing on dual-system theory, this study examines the role of desire for online group gaming in online social
Online social game addiction game addiction. By conducting a longitudinal online survey, we show that attitude, anticipated enjoyment,
Desire for online group gaming group norm, and social identity contribute to the development of desire for online group gaming. Such desire
Habit facilitates habit and self-regulation deficiency, which, in turn, fosters online social game addiction. This study
Self-regulation
contributes to the literature by theorizing a nomological network of desire for online group gaming on online
Dual-system theory
social game addiction and by offering implications for managing addictive gaming.
Technology addiction

1. Introduction information systems (IS) research community [9–16,18,19]. Although


previous research has identified a variety of antecedents of user tech-
Online social games, which are facilitated by social networking sites nology addiction, the majority of these antecedents pertain to socio-
such as WeChat, Twitter, and Facebook, have rapidly become prevalent psychological factors, such as demographics [1], addiction liability
digital pastimes for online players [1]. Online social games enable on- [18], perceived enjoyment [12,16], and habit [15,16,19]. The impact
line social interaction among players through competitive, cooperative, of social factors (e.g., socialization and group-referent behavior with
and competitive-cooperative activities in social game communities [2]. other users) on technology addiction has been largely overlooked in the
For example, players can develop interpersonal relationships, exchange literature. One possible explanation is that most studies examined
virtual gifts or coins, and play as a member of guild with their com- technology addiction in a context in which the behavior is individual-
munity friends [3,4]. Given their socialization features, online social referent and does not usually involve other users (e.g., using smart-
games have gained burgeoning popularity. A serious social consequence phones, surfing the Internet, or watching online videos). A review of
of such popularity is online social game addiction [5]. Many reports have prior online game addiction literature also suggests that the concept of
highlighted the increasing concerns over young players’ obsessive and socialization is often neglected (see Appendix A). We found that only
addictive gaming. For example, Candy Crush, a Facebook-based and three online game addiction studies have mentioned the role of socia-
social puzzle game, has 93 million active users who play the game at an lization in online game addiction [8,20,21]. Despite being an insightful
average of over 10 times per day [1]. Another famous online social start, prior studies did not examine the antecedents of socialization and
game, Honor of Kings, has more than 200 million registered players, their underlying mechanisms shaping online game addiction. There is a
with every player spending an average of nearly 6 h per week playing lack of systematic and theoretical understanding of the role of sociali-
the game [6]. Players’ addictive online gaming is often associated with zation in the formation of online game addiction.
various detrimental consequences, such as depression, stress, sleep Motivated by these issues in the technology addiction research, the
disturbance, and even death [7,8]. As an increasingly prevalent societal primary research objective is to develop a systematic and con-
challenge, online social game addiction warrants further research in textualized understanding of online social game addiction. To achieve
terms of its antecedents and underlying mechanisms. this objective, we draw on dual-system theory [22,23] to construct a
Technology addiction has received increasing attention in the research model that explains online social game addiction. By doing so,

Corresponding author.

E-mail addresses: xianggong3-c@my.cityu.edu.hk (X. Gong), zhangzikun@mail.sysu.edu.cn (K.Z.K. Zhang), ccheung@hkbu.edu.hk (C.M.K. Cheung),
cychen@suda.edu.cn (C. Chen), ismatlee@cityu.edu.hk (M.K.O. Lee).

https://doi.org/10.1016/j.im.2019.01.001
Received 7 December 2017; Received in revised form 27 December 2018; Accepted 2 January 2019
Available online 05 January 2019
0378-7206/ © 2019 Elsevier B.V. All rights reserved.
X. Gong, et al. Information & Management 56 (2019) 103139

Fig. 1. User, small friendship group, and virtual community (adapted from Bagozzi et al. [33]).

we advance the literature in two ways. First, we focus on socialization, To understand the current status of research on online game ad-
which is particularly relevant in the online social game context. By diction, we conducted a literature review on prior online game addic-
incorporating socialization in the technology addiction models, we tion studies. Our literature review shows several research patterns that
provide a contextualized theoretical explanation of online social game motivate the current investigation (see Appendix A). We notice that
addiction, casting a new light on future investigations of technology researchers have adopted diverse theoretical frameworks to explain
addictions to social technologies. Second, we focus on dual-system online game addiction. For instance, social cognitive theory [81] is the
theory to construct a nomological network explaining online social most popular theory used in explaining online game addiction. Re-
game addiction. Specifically, we emphasize the role of socialization searchers suggested that personality traits, loneliness, depression, and
(i.e., the desire for online group gaming) and examine its antecedents deficient self-regulation are the key determinants of online game ad-
and consequences. This study enhances our theoretical understanding diction [5,7,8,21,46]. Flow theory [82] has also been used to explain
of the psychological mechanisms shaping online social game addiction. how players’ flow experience is positively related to excessive online
We believe that understanding online social game addiction is timely gaming [47,48]. Some studies based on motivation theories [83] con-
and of practical relevance. The results provide practitioners with in- tended that players’ psychological needs, such as need for curiosity,
sights into intervention and prevention of online social game addiction, role-playing, belonging, escapism, and mechanics, foster their addictive
which has severe impact to the new generation. online gaming behaviors [17]. Further, some researchers used the op-
ponent process theory [84] and rational addiction theory [85] to ex-
2. Theoretical background amine players’ addictive online gaming behavior [1,49]. Based on our
literature review, the role of socialization in shaping players’ online
We first review prior studies on technology addiction and specify social gaming behavior has not been systematically investigated in the
key issues tied to behavioral addictions in the context of online social technology addiction literature.
games. We then proceed to introduce the concept of socialization and
dual-system theory [22,23], which are the theoretical foundation of this 2.2. The concept of socialization
study.
The concept of socialization has its stem from the intentional social
2.1. Technology addiction action literature [26,27,30], which has been widely used to explain the
development of socialization and group-referent behaviors. For ex-
Technology addiction is a maladaptive and obsessive pattern of amples, Tsai and Bagozzi [26] reported that users desire to write arti-
technology use behaviors that conflicts with one’s normal functioning cles or share photos with a group of their community friends in online
or other important activities [9]. Consistent with Turel et al.’s [9] de- sharing communities. Bagozzi and Dholakia [29] found that users are
finition of technology addiction, we operationalize online social game usually craving for completing a joint project with their community
addiction as a maladaptive psychological dependency on online social friends in open source software communities. Similarly, Dholakia et al.
games, which is typically accompanied by the following symptoms: (1) [27] and Bagozzi and Dholakia [32] argued that users are craving for
mood regulation—playing online social games provides mood en- identifying themselves with small friendship groups and shaping group
hancement and relief; (2) tolerance—a user has to play online social profiles in online brand communities. The psychological affiliation with
games to a higher degree to induce arousal; (3) relapse—a user cannot a friendship group offers users collectively constructed desires for so-
easily limit the number of times s/he plays online social games vo- cialization and group-referent behaviors with their community friends
luntarily; (4) conflict—playing online social games creates a set of in- [31,32]. Fig. 1 depicts the relationship among user, small friendship
terpersonal, intrapersonal, and academic/professional problems; (5) group, and virtual community.
withdrawal—if a user cannot play online social games, then s/he may Previous research hypothesizes that three bases determine a user’s
experience negative emotions; and (6) salience—a user’s behaviors are desire for socialization and group-referent behaviors in virtual com-
dominated by playing online social games. munities, namely informational, emotional, and social influences

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Fig. 2. Dual-System Theory of Technology Addiction.

[26,27,30]. Informational influence is defined as a user’s cognitive community. These studies implicitly uncovered three key principles of
appraisal of group-referent behaviors along a positive-to-negative di- the theory. The first principle suggests that technology addiction is an
mension [29]. It contributes to a user’s desires by offering them in- outcome of the reflexive–reflective system imbalance, which is often
formational justifications and supports for engaging in group-referent manifested as a strong habitual tendency to trigger an obsessive tech-
behaviors. Emotional influence refers to forward-looking affective re- nology use combined with impaired self-regulation functions to inhibit
actions toward engaging in group-referent behaviors [29]. Positive such obsessive use [15,25,28]. The second principle contends that the
anticipated emotions would drive users to imagine the pleasant aspects reflexive and reflective systems often interact with each other to in-
of group-referent behaviors and eventually foster their behavioral de- fluence technology addiction [24]. The third principle posits that the
sires to participate in such behaviors. Social influence originates from reflexive–reflective system imbalance is gradually triggered by temp-
the normative influences of compliance, internalization, and identifi- tation desires [23].
cation processes: (1) compliance process denotes the influence of a need Following dual-system theory, this study operationalizes temptation
for approval from important others, such as friends, family, colleagues, desire as desire for socialization and group-referent behaviors; deindi-
and other socially important references in the real world; (2) inter- viduation effect as a loss of sense of individuality through submerge in a
nalization process reflects the congruence of one’s goals or values with small friendship group; reflexive system as a habitual, largely automatic,
a specific small friendship group in virtual communities; and (3) and reactive process; reflective system as a self-regulated, inhibitory, and
identification process demonstrates one’s self-awareness, affective controlled process; and technology addiction as online social game ad-
commitment, and collective self-esteem of her/his membership in the diction. Fig. 2 depicts dual-system theory of technology addiction.
small friendship group [26]. Previous studies show that informational,
emotional, and social influences altogether formulate users’ desires for 3. Research model and hypotheses
socialization and group-referent behaviors in virtual communities
[26,27,30]. In this section, we contextualize the relationships between core
constructs found in dual-system theory [22,23] to online social game
2.3. Dual-system theory addiction. Specifically, we propose that habit and self-regulation defi-
ciency are positively associated with the online social game addiction.
Dual-system theory [22,23] has been widely used to explain the Further, a high level of habit positively moderates the effect of self-
etiology of addictive behaviors (see Appendix B). The theory posits that regulation deficiency on online social game addiction. Subsequently,
temptation desires can trigger a user’s behavior through two structu- we argue that desire for online group gaming enhances players’ habit
rally different systems, namely the reflexive and reflective systems and self-regulation deficiency for online social games. Building upon
[22,23]. Temptation desires refer to a user’s cravings for performing a the intentional social action literature [26,27,30], we incorporate the
specific behavior [27]. A user’s desire can be conceptualized in two informational, emotional, and social influence factors into the model to
different ways: desire for individual-referent behaviors and desire for predict desire for online group gaming. We argue that attitude (i.e.,
group-referent behaviors (see Appendix C). The first type of desire is a informational influence), anticipated enjoyment (i.e., emotional influ-
personal desire to perform an action alone without the influence of ence), subjective norm, group norm, and social identity (i.e., social
social groups. The second type of desire is a social desire rooted in one’s influence) positively affect players’ desire for online group gaming.
self-conception of a member of a particular social group and reflects Fig. 3 depicts our research model.
one’s motivation to socialize with the members of social groups. The
reflexive system is a habitual, reactive, and largely automatic process 3.1. Core predictors of online social game addiction
[24]. This system drives us to automatically trigger a habitual behavior
consistent with our short-term desires without thinking about the Based on dual-system theory [22,23], we propose the relationships
consequences of such behavior. Meanwhile, the reflective system is an among habit, self-regulation deficiency, and online social game addic-
inhibitory, self-regulated, and controlled process [24]. When a behavior tion. The theory posits that (1) the reflexive–reflective system im-
is associated with negative consequences, the reflective system will balance determines technology addiction; and (2) the reflexive and
activate self-regulation to inhibit habitual responses in order to align reflective systems often interact with each other to foster technology
with one’s long-term goals. The individuals’ day-to-day behavior is an addiction [15,24]. Thus, we expect that the reflexive–reflective system
outcome of a “tug of war” between the two aforementioned systems imbalance and interaction foster online social game addiction.
[28]. The balance between the two systems would generate normal and
healthy behavior, while their imbalance would yield deviant and ad- 3.1.1. The reflexive system
dictive behavior. The reflexive system processes informational cues automatically to
Dual-system theory [22,23] has been recently extended to under- activate preexisting behavior with little conscious effort [22]. The IS
stand the phenomena of technology addiction in the IS research literature has frequently employed habit to manifest the reflexive

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Fig. 3. Research model.

system [15,28,39]. Habit refers to the extent to which users tend to use reflective system in which it is consistent with past IS literature and
a technology automatically because of learning [40]. Habit formation highly relevant to the technology addiction context.
requires a certain amount of behavioral repetition and specific situa- In accordance with prior research [15,28,39], we employ self-reg-
tional cues [16]. Upon its establishment, habit is performed auto- ulation deficiency to manifest the impaired reflective system. Self-reg-
matically with minimal mental effort and conscious attention [19]. ulation deficiency refers to a player’s failure to adequately judge,
Thus, a habitual behavior is a reflexive system in nature because of its monitor, and adjust playing online social games with a group of her/his
minimal requirements for deliberate control and cognitive processing community friends [8]. This factor comprises the following dimensions:
[15]. (1) affective irreplaceability, which denotes players’ affective commit-
In this study, the reflexive system is operationalized as habit, which ment in online group gaming with their community friends that cannot
refers to a player’s tendency to play online social games with a group of be replaced by any other activities; (2) cognitive preoccupation, which
her/his community friends automatically because of learning [40]. A means that players are consciously preoccupied with thoughts of online
strong habit means that a player views playing online social games with group gaming with their community friends; and (3) behavioral com-
her/his group of community friends as a natural choice. Such habitual pulsion, which indicates that players are unable to control their beha-
tendency may drive the player to overemphasize the short-term thrills vioral urge to engage in online group gaming with their community
and underestimate the long-term risks of her/his gaming behavior [16]. friends [21,39]. Players with deficient self-regulation are vulnerable to
These changes occur through the incentive-sensitization system, in play online social games obsessively and addictively [5,7,8]. Therefore,
which a habitual player’s brain becomes highly sensitive to the salience we hypothesize the following:
of behavioral thrills and pays less conscious attention to the future
H2. Self-regulation deficiency is positively related to online social game
consequences of a certain behavior [19]. As a result, habitual gaming
addiction.
may further transform into addictive gaming. Therefore, we hypothe-
size the following:
H1. Habit is positively related to online social game addiction. 3.1.3. The reflexive-reflective system interaction
Habit and self-regulation may interact with each other and de-
monstrate the reinforcement effect on online social game addiction. As
3.1.2. The reflective system mentioned earlier, habit diminishes the conscious cognitive processing
The reflective system processes informational cues with conscious with which a behavior is performed. After establishing a habit, in-
cognitive processing and deliberate control to regulate individual be- dividuals automatically activate their online group gaming behavior
havior [22]. In the IS literature, one of the most frequently studied with their community friends because of a prior satisfactory usage ex-
variables associated with the reflective system is self-regulation defi- perience [40]. They become sensitive to the short-term thrills and pay
ciency, which describes one’s failure and state of inadequacy in mon- little attention to the potential negative consequences of their online
itoring, judging, and adjusting her/his behavior [15]. For instance, group gaming behavior [16,19]. Under this situation, players with de-
Davazdahemami et al. [42] and Soror et al. [15,25] employed self- ficient self-regulation tend to foster addictive online group gaming
regulation deficiency to manifest the reflective system in the context of behavior because they neutralize deviant gaming as acceptable and
mobile phone addiction. Turel and Qahri-Saremi [24] and Turel and “rationally” indulge in the game. By contrast, a low level of habit means
Osatuyi [28] operationalized the reflective system as a self-regulation that players would make an accurate assessment of a behavior. They
deficiency when investigating the nature of social networking addic- also acknowledge that addictive online group gaming induces a set of
tion. In a similar view, Wang et al. [39] contended that self-regulation negative problems, such as depression, sleep disturbance, and poor
deficiency is a typical manifestation of the reflective system in the academic/work performance. Therefore, these players may suffer from
context of microblog addiction. All of these studies suggest that a strong cognitive dissonance if they continue engaging in addictive online
self-regulation can help users regulate their technology addiction be- group gaming with their community friends [9]. To reduce such cog-
haviors, while a deficient self-regulation means that individuals are nitive dissonance, players would try their best to inhibit their addictive
incapable of adjusting their addictive technology use. Consequently, online group gaming behavior. Therefore, we hypothesize the fol-
self-regulation deficiency is an appropriate manifestation of the lowing:

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H3. Habit strengths the effect of self-regulation deficiency on online H5. Desire for online group gaming is positively related to self-
social game addiction. regulation deficiency.

3.3. Antecedents of desire for online group gaming


3.2. Desire for online group gaming and the deindividuation effect
The intentional social action literature [26,27,30] proposes that
Congruent with dual-system theory [22,23], we propose the re-
informational, emotional, and social influences are the three key pre-
lationships among desire for online group gaming, habit, and self-reg-
requisites for one’s desire to engage in group-referent behaviors. In
ulation deficiency. The theory posits that temptation desire fosters the
online social game communities, we operationalize informational in-
reflexive–reflective system imbalance [23]. In online social game
fluence as attitude, which refers to a player’s summary evaluation of
communities, we investigate one type of such temptation desire—desire
playing games with a group of her/his community friends along a po-
for online group gaming. In line with Tsai and Bagozzi [26], we define
sitive-to-negative dimension [29]. Positive attitudes mean that players
desire for online group gaming as a player’s craving for playing online
view gaming with their community friends as a beneficial, favorable,
social games with a group of her/his community friends. The accu-
and rewarding activity. We denote emotional influence by anticipated
mulated desire for online group gaming would change the nature of the
enjoyment, which refers to a player’s forward-looking affective reac-
reflexive–reflective system to foster addictive behaviors through the
tions and gratifications that are derived from playing online games with
underlying deindividuation effect.
her/his group of community friends [43]. A high level of anticipated
Deindividuation effect refers to “the loss of one’s sense of in-
enjoyment will induce players to imagine the pleasurable aspects of
dividuality through submergence in a social group” [34, p.239]. This
group gaming as fun and enjoyable. Empirical studies have identified
effect captures individual members’ psychological state of categorizing
attitude and anticipated enjoyment as important bases for a user to
themselves as group members, sharing in-group norms and goals, and
participate in group activities in virtual communities, such as open
behaving similar to other in-group members [35]. Early sociology re-
source communities [29], online brand communities [27,30], and on-
search finds that deindividuation effect tends to foster problematic and
line sharing communities [26]. Accordingly, we expect that players
antinormative behaviors because of a deficient self-regulation and the
with positive attitudes and anticipated enjoyment are more likely to
lack of concern for social comparison [36]. When individuals are
develop desires to participate in online group gaming. Therefore, we
deindividuated in a social group, their individual-referent self-aware-
hypothesize the following:
ness will transform into group-referent membership [34]. They tend to
regulate their behaviors based on group norms rather than their in- H6. Attitude is positively related to desire for online group gaming.
ternal standards and values [37]. Therefore, any antinormative beha-
H7. Anticipated enjoyment is positively related to desire for online
vior that the general public regards as unacceptable or problematic may
group gaming.
be justified as “acceptable” on the basis of in-group norms and stan-
dards. For instance, prior IS studies uncover that deindividuation Social influence is particularly influential in determining one’s de-
within online deviant friendship groups would magnify the influence of sires to participate in group-referent behaviors. The intentional social
group norms and eventually lead to problematic and addictive tech- action literature [26,27,30] examined three modes of social influence,
nology use [14,35,38]. In social game communities, desire for online namely compliance process (i.e., subjective norm), internalization
group gaming and the underlying deindividuation effect may distort the process (i.e., group norm), and identification process (i.e., social iden-
reflexive–reflective system balance, thereby making players susceptible tity). Subjective norm reflects the social compliance of expectations
to addictive gaming. from important others [29]. These important social references are
Previous studies on habit suggest that frequent repetitions of and friends, family, colleagues, and other people they follow in the real
positive experiences with a behavior are key conditions for habit de- world [51,52]. At the early stage of online group gaming, players have
velopment [40]. In social game communities, a strong desire for online limited prior gaming experience with their group of community friends.
group gaming can increase one’s tendency to play games repetitively Thus, they may rely on prevailing subjective expectations significantly
with a small friendship group [27]. The more frequently a behavior is from others to formulate their desires to engage in online group
performed, the more likely it is for conscious cognitive processing to be gaming. Therefore, we hypothesize the following:
transformed into automatic responses and habitual use [19]. Further-
H8. Subjective norm is positively related to desire for online group
more, the deindividuation driven by desire for online group gaming can
gaming.
result ingroup favoritism, heightened enjoyment, and collective self-
esteem in participating in group activities [26]. These satisfactory ex- After a player starts to engage in gaming with a group of her/his
periences will drive players to play games repetitively with their community friends, the social influence from in-group members (i.e.,
community friends [16,19]. As a result, players with a high level of internalization and identification) plays a prominent role in de-
desire for online group gaming tend to form a habitual gaming behavior termining behavioral desires [26]. The internalization process that
with their community friends. Therefore, we hypothesize the following underlies group norm reflects the congruence of a player’s values or
goals with her/his small friendship group in a social game community
H4. Desire for online group gaming is positively related to habit.
[27,30]. In the friendship group, group norm ensures a mutual agree-
Previous research on self-regulation argues that temptation desires ment regarding the consequences of engaging in group activities [32]. A
may impair individuals’ self-regulatory functions of judging, mon- high level of group norm implicitly yields a consensus among members
itoring, and adjusting their behaviors [50]. In online social game with respect to how and when to participate in group gaming. In this
communities, players with a strong desire for online group gaming may respect, when a player’s goals and values are congruent with those of
deindividuate themselves in small friendship groups [8]. Players in a other group members, s/he tends to have higher desires to participate
deindividuated state tend to regulate their in-group behaviors on the in online group gaming. Therefore, we hypothesize the following:
basis of in-group norms rather than their internal processes, values, and
H9. Group norm is positively related to desire for online group gaming.
standards [35,37]. Such tendency diminishes their self-regulation
ability to adjust their gaming behavior with their group of community The identification process is further manifested as social identity,
friends. As a consequence, players with a strong desire for online group which indicates that a player construes herself/himself as a member of
gaming have a higher tendency to develop self-regulation deficiency. a small friendship group in a social game community [53]. Social
Therefore, we hypothesize the following: identity involves the following elements: (1) cognitive social identity,

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which reflects a player’s cognitive awareness of her/his group mem- social identity, anticipated enjoyment, and attitude. At time T2 (wave
bership; (2) affective social identity, which captures the player’s emo- 2), six weeks later, the respondents in wave 1 were invited to partici-
tional feelings of commitment, attachment, and belongingness to the pate in the second survey. Their responses were used to assess self-
focal group; and (3) evaluative social identity, which represents the regulation deficiency, habit, online social game addiction, and control
collective or group-based self-esteem derived from group membership variables. To encourage participation, we offered $5 to respondents
[29]. Through the identification process, players will formulate desires who submitted information in both T1 and T2. After completing the
to participate in online group gaming by viewing themselves as group questionnaires at both waves 1 and 2, the promised reward was auto-
members, sharing in-group goals, and acting similar to other in-group matically sent to the WeChat accounts of the participants.
members [54–56]. Therefore, we hypothesize the following: We posted the final two questionnaires on a popular online survey
platform called Sojump. The URL of the questionnaires was randomly
H10. Social identity is positively related to desire for online group
distributed to the participants under the title “Opinion Survey
gaming.
Regarding Honor of Kings Players’ Online Group Gaming Experiences.”
We employed the key informant method to help respondents effectively
4. Research methodology retrieve their online group gaming experiences with the small friend-
ship groups in the social game community. Initially, the participants
We conducted a longitudinal field survey in China to empirically were required to log in to Honor of Kings by using their WeChat ac-
validate our research model. A longitudinal survey has been proven counts. They should identify up to, but not necessarily, five game
effective in establishing causality, reducing common method bias, and community members with whom they regularly interacted. These
observing players’ addictive behaviors over time [24,26]. Honor of members could appear in either their friend lists or guild lists. Then, the
Kings, a popular multiplayer online social game, was employed as the participants were asked to picture briefly the images of each group
research context to examine the development of addictive gaming be- member and recall their previous online group gaming experiences with
havior. Details of the research setting, data collection procedures, and these members. They answered the questions by following the recall
measure development processes are discussed below. information specific to their online group gaming experiences. The key
informant method was proposed by Seidler [59, p.816] to survey “a
4.1. Research setting small number of knowledgeable participants who observe and articu-
late social relationships for the researchers.” This method was widely
Honor of Kings is a multiplayer online social game released by adopted to retrieve participants’ perceptions toward group-referent
Tencent. The game requires players to login with their WeChat or QQ behaviors with their small friendship groups in virtual communities
accounts, the two dominant social media apps in China. After logging [26,29].
in, players can group with other game community members to start a A total of 931 usable questionnaires were gathered at T1, and 627
5v5 online battle. Honor of Kings offers players two basic types of game valid responses were collected at both T1 and T2. WeChat accounts
groups, namely “guilds” and “friends” (see Appendix E). Guilds are were used to match the respondents’ answers in the two waves of data
formal game groups in which a collection of players are linked to one collection. The average age of the respondents was approximately 22
another with specified names, goals, and norms [57]. Guild members years, and over 95% of the participants were aged below 30 years.
regularly play together in a group to raise their guild rankings and Furthermore, 69.4% of the respondents were males, 72.2% held ba-
points. They are able to communicate with other guild members chelor’s degrees or above, and 95.7% had a monthly income of US
through various in-game features, such as guild messengers, guild $1500 or below. In terms of usage frequency and experience, the ma-
boards, and guild chatrooms [57]. Meanwhile, friends are informal jority of the respondents reported playing Honor of Kings more than
game groups with no specified names, goals, and norms. Members of three times per week (85.1%) and having at least three months of game
these groups include WeChat or QQ friends, general game community experience (92.5%). We checked for social desirability bias and
friends, and location-based friends. Friend members can quickly form a common method bias. As predicted, these subjective biases were not
five-player group to participate in a battle. After the battle, the group major concerns of this study (see Appendix F).
will temporarily disappear. Honor of Kings also provides in-game fea-
tures, such as friend messengers, to facilitate social interactions among 4.3. Measurement development
friend members. These socialization features make Honor of Kings
enjoy massive popularity among Chinese players. As of June 2017, the All measurement items were adapted from well-established existing
game had over 50 million daily active users, 200 million registered scales (see Appendix G). We used the scales from Turel et al. [9] to
users, and an estimated quarterly revenue of $ 1.8 billion [58]. The operationalize the dependent variable, namely online social game ad-
massive popularity of the game is accompanied with heavy criticism diction. The scales for habit were adapted from Turel and Serenko [16].
from parents and teachers, who describe the game as addictive for Self-regulation deficiency was a formative second-order construct with
young gamers. The newspaper People’s Daily even describes the game as three dimensions, namely affective irreplaceability, behavioral com-
a “digital drug” to teenagers [6]. These observations show that Honor of pulsion, and cognitive preoccupation. The scales for affective irrepla-
Kings is an appropriate research setting for this study. ceability were adapted from Wang et al. [39], whereas the measures for
behavioral compulsion and cognitive preoccupation were borrowed
4.2. Data collection from Haagsma et al. [21]. Social identity was also a formative construct
with affective, cognitive, and evaluative elements. We followed Tsai
Honor of Kings players were invited to complete online ques- and Bagozzi [26] to develop the scales for these social identity di-
tionnaires at three different instances. Fig. 4 presents the data collection mensions. The measures for desire for socialization, attitude, and group
timeline. At time T0 (wave 0), we conducted a pilot study with 33 norm were adapted from Tsai and Bagozzi [26], the scales for anticipate
Honor of Kings players to clarify the instructions and sentences in the enjoyment were adapted from Lowry et al. [43], and the measures for
online questionnaires. The feedback of these players, such as on the subjective norm were adapted from Lowry et al. [35].
wording and layout of certain questions, helped us improve the final We considered the impacts of possible control variables in the
questionnaires. At time T1 (wave 1), we recruited more than 2000 model. All dependent variables were controlled for demographics, such
active Honor of Kings players to participate in the first survey. The as age, gender, monthly income, and the level of education. For the
questionnaire items were used to measure desire for online group dependent variable habit, we also controlled for variables that were
gaming and its antecedents, including subjective norm, group norm, significant in the habit literature [16,19,40], including usage frequency

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X. Gong, et al. Information & Management 56 (2019) 103139

Fig. 4. Data collection timeline.

and usage experience. The scales for usage frequency and experience habit (β = 0.28, p < 0.001) and self-regulation deficiency (β = 0.41,
were adapted from Lowry et al. [35]. For the dependent variable self- p < 0.001), thereby confirming H4 and H5. Finally, attitude
regulation deficiency, we further controlled for self-reactive expecta- (β = 0.06, p < 0.01), anticipated enjoyment (β = 0.12, p < 0.01),
tion that was significant in prior research on self-regulation deficiency group norm (β = 0.66, p < 0.001), and social identity (β = 0.10,
[46]. The scales for self-reactive expectation were adapted from Lee and p < 0.01) were positively associated with desire for online group
LaRose [46]. For the dependent variable online social game addiction, gaming, while subjective norm (β = 0.03, p > 0.05) had a non-sig-
we controlled for predictors from the technology addiction literature nificant role in forming desire for online group gaming. Therefore, H6,
[9,16], including usage experience, usage frequency, and social desir- H7, H9, and H10 were supported, while H8 was rejected. Apart from
ability bias. The scales for social desirability bias were adapted from usage frequency, self-reactive expectations, and social desirability bias,
Reynolds [80]. none of the control variables were found to have significant effects.
Usage frequency (β = 0.20, p < 0.001) was positively associated with
5. Data analysis and results habit, self-reactive expectation (β = 0.24, p < 0.001) was positively
related to self-regulation deficiency, and social desirability bias (β =
We analyzed our research model by using partial least squares (PLS) –0.12, p < 0.001) negatively affected online social game addiction.
regression. PLS is more suitable than covariance-based structural Overall, the model explained 67%, 19%, 21%, and 59% of the variances
equation modeling for our complex research model that handles for- in desire for online group gaming, habit, self-regulation deficiency, and
mative constructs and their interactions [61]. Following the reporting online social game addiction, respectively.
standards of Hair Jr et al. [62], we reported the PLS analysis results for We plotted the interaction effect for clarity. Fig. 6 plots the sig-
the measurement and structural models. nificant interaction effect between self-regulation deficiency and habit
on online social game addiction. Consistent with Aiken and West [64],
5.1. Measurement model we plotted such interaction by splitting self-regulation deficiency and
habit into high and low groups based on their median values and then
The measurement model of the reflective and formative constructs tested the simple slopes for the interaction. The results showed that
was validated by adopting different approaches. We assessed the con- when players developed a high-level of habit, self-regulation deficiency
vergent validity and discriminant validity of the reflective constructs positively influenced online social game addiction (β = 0.79,
[62]. Tables 1 and 2 demonstrate that (1) the item loadings of all p < 0.001). Meanwhile, when players developed a low-level of habit,
constructs were higher than 0.7, (2) the average extracted variance the association between self-regulation deficiency and online social
(AVE) values exceeded 0.5, (3) the composite reliability scores were game addiction became weaker albeit significant (β = 0.59,
greater than 0.7, (4) the Cronbach’s alpha coefficients were at 0.7 or p < 0.001).
above, and (5) the square root of each construct’s AVE was larger than
the intra-construct correlations. These results indicated satisfactory 6. Discussion and conclusion
convergent validity and discriminant validity of our scales. We also
examined the weights, loadings, and multicollinearity of formative This work seeks to understand how desire for online group gaming
constructs [62]. Table 3 indicates that (1) the weights and loadings of affects players’ online social game addiction through the reflexive–re-
all indicators were statistically significant, and (2) the variance infla- flective system. Our empirical results show that strong habit and self-
tion factors (VIFs) were smaller than the suggested 3.3 threshold, regulation deficiency positively influence online social game addiction.
thereby raising minimal suspicions of multicollinearity [63]. These re- Meanwhile, a strong habit will strengthen the impact of self-regulation
sults highlighted that the formative indicators had an acceptable va- deficiency on online social game addiction. Furthermore, desire for
lidity. online group gaming facilitates habit and self-regulation deficiency,
which, in turn, fosters social game addiction. These findings confirm
5.2. Structural model the three key principles of dual-system theory: (1) the reflexive–re-
flective system imbalance fosters users’ technology addiction, (2) these
Fig. 5 illustrates the PLS results of the structural model. The results two systems often interact with each other to manifest their roles in
showed that habit (β = 0.13, p < 0.01) and self-regulation deficiency addictive technology use, and (3) the reflexive–reflective system im-
(β = 0.69, p < 0.001) were positively associated with online social balance is influenced by temptation desires [15,24]. Our empirical re-
game addiction. Therefore, H1 and H2 were supported. The interaction sults also support that attitude, anticipated enjoyment, group norm, and
effect of self-regulation deficiency and habit (β = 0.10, p < 0.01) on social identity positively influence players’ desire for socialization.
online social game addiction was significant, thereby supporting H3. These findings are congruent with the intentional social action litera-
Furthermore, desire for online group gaming was positively related to ture [26,27,30], where informational, emotional, and social influences

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Table 1
Item factor loadings and cross-loadings.
SN GN ASI CSI ESI AE ATT DGG DAI DBC DCP HAB SGA

SN1 0.81 0.23 0.23 0.23 0.24 0.29 0.04 0.25 0.03 0.03 0.07 0.17 0.03
SN2 0.54* 0.20 0.19 0.18 0.17 0.16 0.09 0.16 0.07 0.03 0.09 0.14 0.01
SN3 0.85 0.27 0.27 0.27 0.26 0.36 0.08 0.30 0.07 0.09 0.13 0.25 0.04
SN4 0.78 0.27 0.28 0.24 0.25 0.35 0.13 0.26 0.13 0.09 0.12 0.18 0.04
SN5 0.74 0.22 0.25 0.25 0.33 0.36 0.12 0.22 0.11 0.11 0.13 0.22 0.06
SN6 0.76 0.19 0.23 0.24 0.33 0.34 0.10 0.23 0.09 0.10 0.12 0.19 0.07
GN1 0.29 0.92 0.49 0.41 0.44 0.46 0.27 0.67 0.35 0.33 0.32 0.28 0.27
GN2 0.28 0.90 0.47 0.36 0.41 0.38 0.23 0.68 0.28 0.25 0.25 0.20 0.20
ASI1 0.29 0.48 0.94 0.53 0.53 0.40 0.25 0.49 0.31 0.28 0.35 0.26 0.26
ASI2 0.33 0.51 0.94 0.47 0.58 0.46 0.24 0.51 0.29 0.24 0.29 0.24 0.22
CSI1 0.31 0.37 0.47 0.92 0.52 0.32 0.16 0.36 0.19 0.22 0.25 0.20 0.20
CSI2 0.29 0.41 0.51 0.93 0.48 0.31 0.17 0.38 0.20 0.23 0.25 0.20 0.18
ESI1 0.35 0.41 0.59 0.51 0.92 0.40 0.17 0.39 0.15 0.19 0.21 0.19 0.17
ESI2 0.32 0.46 0.51 0.50 0.93 0.37 0.15 0.43 0.16 0.17 0.18 0.20 0.15
AE1 0.44 0.41 0.38 0.29 0.37 0.87 0.21 0.45 0.26 0.30 0.31 0.34 0.21
AE2 0.36 0.40 0.43 0.33 0.37 0.92 0.28 0.45 0.30 0.35 0.31 0.34 0.24
AE3 0.37 0.43 0.41 0.31 0.37 0.92 0.26 0.46 0.30 0.31 0.28 0.32 0.19
ATT1 0.13 0.27 0.26 0.19 0.20 0.30 0.94 0.32 0.47 0.47 0.49 0.42 0.42
ATT2 0.11 0.25 0.24 0.18 0.16 0.26 0.95 0.28 0.45 0.45 0.48 0.40 0.42
ATT3 0.10 0.24 0.24 0.18 0.15 0.25 0.93 0.25 0.45 0.45 0.48 0.40 0.40
ATT4 0.12 0.25 0.22 0.10 0.09 0.20 0.82 0.26 0.40 0.38 0.41 0.38 0.36
DGG1 0.31 0.77 0.52 0.38 0.43 0.48 0.30 0.96 0.36 0.35 0.34 0.30 0.28
DGG2 0.32 0.75 0.50 0.39 0.41 0.48 0.28 0.95 0.36 0.34 0.31 0.27 0.28
DAI1 0.13 0.30 0.29 0.19 0.18 0.30 0.45 0.35 0.90 0.56 0.53 0.41 0.51
DAI2 0.10 0.32 0.28 0.18 0.14 0.29 0.45 0.34 0.94 0.55 0.55 0.40 0.51
DAI3 0.12 0.33 0.30 0.19 0.15 0.31 0.46 0.35 0.94 0.57 0.56 0.38 0.54
DAR4 0.08 0.35 0.31 0.22 0.15 0.29 0.46 0.36 0.94 0.59 0.58 0.40 0.56
DBC1 0.08 0.31 0.25 0.23 0.17 0.32 0.41 0.35 0.55 0.92 0.67 0.35 0.62
DBC2 0.08 0.30 0.28 0.23 0.19 0.34 0.47 0.35 0.59 0.95 0.61 0.40 0.65
DBC3 0.10 0.28 0.26 0.23 0.19 0.35 0.45 0.32 0.57 0.94 0.62 0.37 0.66
DBC4 0.12 0.29 0.24 0.22 0.17 0.29 0.45 0.32 0.55 0.89 0.69 0.40 0.64
DCP1 0.13 0.28 0.32 0.26 0.21 0.31 0.45 0.30 0.54 0.60 0.92 0.39 0.64
DCP2 0.18 0.27 0.31 0.22 0.16 0.29 0.38 0.31 0.50 0.58 0.86 0.43 0.52
DCP3 0.13 0.30 0.29 0.25 0.19 0.30 0.48 0.31 0.56 0.61 0.94 0.41 0.63
DCP4 0.10 0.29 0.31 0.25 0.20 0.29 0.53 0.32 0.56 0.63 0.91 0.39 0.64
HAB1 0.22 0.21 0.23 0.18 0.20 0.30 0.40 0.25 0.35 0.34 0.38 0.91 0.33
HAB2 0.23 0.19 0.22 0.18 0.18 0.30 0.38 0.23 0.35 0.37 0.40 0.90 0.33
HAB3 0.24 0.29 0.25 0.21 0.19 0.38 0.38 0.30 0.42 0.38 0.40 0.84 0.34
SGA1 0.08 0.18 0.19 0.15 0.08 0.22 0.20 0.19 0.39 0.39 0.44 0.35 0.64*
SGA2 0.04 0.14 0.16 0.13 0.12 0.15 0.16 0.16 0.27 0.35 0.37 0.19 0.68*
SGA3 0.00 0.14 0.15 0.13 0.13 0.09 0.19 0.15 0.28 0.42 0.40 0.14 0.75
SGA4 0.02 0.16 0.16 0.15 0.14 0.10 0.23 0.16 0.31 0.43 0.41 0.14 0.76
SGA5 0.05 0.10 0.11 0.08 0.06 0.09 0.12 0.11 0.21 0.35 0.30 0.11 0.71
SGA6 0.00 0.16 0.13 0.13 0.13 0.14 0.16 0.17 0.29 0.40 0.37 0.12 0.73
SGA7 0.08 0.24 0.26 0.21 0.16 0.21 0.52 0.28 0.55 0.58 0.60 0.37 0.71
SGA8 0.05 0.24 0.23 0.18 0.12 0.22 0.50 0.29 0.57 0.68 0.62 0.38 0.77
SGA9 0.04 0.26 0.23 0.16 0.16 0.23 0.49 0.28 0.58 0.69 0.66 0.41 0.80

Note: SN = subjective norm; GN = group norm; ASI = affective social identity; CSI = cognitive social identity; ESI = evaluative social identity; AE = anticipated
enjoyment; ATT = attitude; DGG = desire for online group gaming; DAI = affective irreplaceability; DBC = behavioral compulsion; DCP = cognitive preoccupation;
HAB = habit; SGA = online social game addiction; we remove the items loaded below 0.7 in the model validation.

are important determinants in predicting a user’s desire for group-re- diminishes her/his self-regulation in adjusting such online group
ferent behaviors with his/her group of virtual community friends. gaming behavior. As a consequence, even if the player recognizes that
Based on the above findings, our study confirms that desire for her/his habitual online group gaming has become addictive, s/he is
online group gaming and the underlying deindividuation effect are the incapable of regulating such indulgence. In this case, the reflexive–re-
main drivers of players’ online social game addiction. This indicates flective system imbalance, which is manifested as the combination of a
that, at time T1 or earlier, a player may log into an online social game strong habit and a deficient self-regulation, further fosters online social
and affiliate with a small friendship group (e.g., friend group, guild game addiction.
group, or both) in a game community. The player can either participate
in the friendship group actively or be invited by other in-group mem-
bers passively. After becoming a member of the group, s/he is likely to 6.1. Implications for theory
play the game together with other in-group members and formulate in-
group attitudes, emotions, norms, and identities. These informational, This study offers several key theoretical implications. First, this
emotional, and social determinants contribute to the player’s desire for study contributes to the technology addiction literature by investigating
gaming with her/his group of community friends. At time T2, the the impact of social factors (i.e., desire for online group gaming) on
augmented desire for online group gaming deindividuates and im- online social game addiction. The extant literature mainly aims to
merses the player within her/his small friendship group. Such deindi- identify the antecedents of technology addiction pertaining to socio-
viduation effect not only leads the player to play the game with her/his psychology factors, such as personality traits [1], perceived enjoyment
community friends repetitively and habitually, but also gradually [12,16], and habit [15,16,19]. However, limited research has examined
the impacts of social factors on users’ technology addiction, especially

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Table 2
Construct correlations and descriptive statistics.
SN GN ASI CSI ESI AE ATT DGG DAI DBC DCP HAB SGA

SN 0.77
GN 0.31 0.91
ASI 0.33 0.53 0.94
CSI 0.32 0.42 0.53 0.92
ESI 0.36 0.47 0.59 0.54 0.93
AE 0.44 0.46 0.45 0.34 0.41 0.90
ATT 0.12 0.28 0.26 0.18 0.17 0.28 0.91
DGG 0.33 0.69 0.54 0.40 0.44 0.50 0.31 0.95
DAI 0.11 0.35 0.32 0.21 0.17 0.32 0.49 0.38 0.93
DBC 0.11 0.32 0.28 0.24 0.19 0.35 0.48 0.36 0.61 0.92
DCP 0.15 0.31 0.34 0.27 0.21 0.33 0.51 0.34 0.60 0.65 0.91
HAB 0.26 0.26 0.26 0.21 0.21 0.37 0.44 0.30 0.43 0.41 0.45 0.88
SGA 0.04 0.26 0.25 0.20 0.17 0.22 0.47 0.29 0.57 0.61 0.67 0.36 0.75
Mean 5.64 5.10 5.03 5.13 5.39 5.39 2.97 5.14 3.90 3.55 3.69 4.75 3.59
SD 0.82 1.25 1.29 1.28 1.21 1.04 1.37 1.29 1.57 1.56 1.47 1.14 1.23
AVE 0.59 0.83 0.89 0.85 0.86 0.81 0.83 0.91 0.87 0.85 0.82 0.78 0.57
CR 0.88 0.91 0.94 0.92 0.93 0.93 0.95 0.95 0.96 0.96 0.95 0.91 0.90
CV 0.83 0.80 0.87 0.83 0.84 0.88 0.93 0.90 0.95 0.94 0.93 0.86 0.88

Note: SN = subjective norm; GN = group norm; ASI = affective social identity; CSI = cognitive social identity; ESI = evaluative social identity; AE = anticipated
enjoyment; ATT = attitude; DGG = desire for online group gaming; DAI = affective irreplaceability; DBC = behavioral compulsion; DCP = cognitive preoccupation;
HAB = habit; SGA = online social game addiction; Mean = mean values; SD = standard deviation; AVE = average variance extracted; CR = composite reliability;
CA = Cronbach’s Alpha; bold diagonal represents the square root of AVE.

Table 3
Weights, VIFs, and loadings of formative constructs.
Construct Dimension Weights VIFs Loadings

Social identity Affective social identity 0.68*** 2.04 0.95***


Cognitive social identity 0.20* 1.64 0.71***
Evaluative social identity 0.28** 1.85 0.78***
Self-regulation deficiency Affective irreplaceability 0.30*** 1.95 0.80***
Behavioral compulsion 0.51*** 2.91 0.93***
Cognitive preoccupation 0.32*** 2.83 0.89***

Note: *p < 0.05, **p < 0.01, ***p < 0.001; VIFs = variance inflation factors.

with regard to online social game contexts. With the widespread pro- Fig. 6. Interaction effect between self-regulation deficiency and habit.
liferation of social networking sites, online social games have progres-
sively integrated the daily lives of online players. At the same time, online group gaming on online social game addiction. Our empirical
engaging in online group gaming has rapidly become a prevalent digital results offer a nomological framework of desire for online social game
pastime for game players in online social game communities [1]. Thus, addiction with respect to how such desire is formulated by informa-
investigating the antecedents of players’ addictive behavior pertaining tional, emotional, and social determinants, and how it fosters players’
to social factors is theoretically and practically significant. This study is social game addiction through the reflexive and reflective systems.
among the first to fill this knowledge gap in the technology addiction Second, this study advances the technology addiction literature by
literature by theorizing and empirically testing the impact of desire for introducing dual-system theory to the context of online social game

Fig. 5. Structural model.


Note: *p < 0.05, **p < 0.01, and ***p < 0.001.

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X. Gong, et al. Information & Management 56 (2019) 103139

addiction. Dual-system theory has been originally employed by so- and behavioral compulsion [1]. For example, players could pay atten-
ciologists to understand substance addiction, such as overeating, binge tion to game playing statistics and warnings presented at the game
drinking, and drug dependence [22,23]. Recently, some IS scholars interface. Capacity-enhancing measures focus on the efforts of families,
have started to apply the theory to investigate technology addiction, educational institutions, and game providers in monitoring players’
including mobile phone addiction [15,25,42], Facebook addiction gaming behavior [1]. With the help coming from important external
[24,28], and microblog addiction [39]. However, the technology ad- sources (e.g., families and teachers), players can gradually reinforce
diction literature yields scanty evidence on the applicability of dual- self-disciplinary and rational regulation abilities.
system theory to understand online social game addiction [86–89]. Our Second, our study shows that desire for online group gaming gra-
empirical findings confirm that dual-system theory is also applicable to dually leads to a reflexive–reflective imbalance and eventually fosters
online social game addiction. Thus, this study can serve as a starting online social game addiction. Thus, the psychological affiliation of
point for future addiction-related research in the online social game addicted players with their small friendship groups should be reduced
industry. and their desire for gaming with their group of community friends
Third, this study contributes to dual-system theory by summarizing should be controlled. Addicted players should be aware of the adverse
and empirically validating three key principles in technology addiction influences of their small friendship group affiliation and reduce their
research. These three principles suggest that (1) technology addiction is gaming time with in-group members as soon as possible. When these
an outcome of the imbalance between the reflexive and reflective sys- players want to participate in online group gaming, they can do other
tems; (2) the two systems often interact with each other to influence group activities instead, such as playing basketball. Such “attention
technology addiction; and (3) temptation desires formulate the reflex- switch” can help these players inhibit their desires for online group
ive–reflective system imbalance [15,22–24]. The above principles gaming [17]. Families and educational institutions can also conduct
clearly elaborate the relationships among the principal elements of family conversations and on-campus workshops, respectively, to per-
dual-system theory, including temptation desires, the reflexive system, suade addicted players to temporarily stay away from their small
the reflective system, and addictive behaviors. The majority of prior friendship groups. Game providers may also send emails to addicted
addiction studies have only examined either one or two principles of players to encourage them to reduce the time and frequency of their
this theory (see Appendix B), thereby offering an incomplete under- online group gaming. They may even temporarily ban these addicted
standing of dual-system theory with respect to users’ addictive beha- players from in-game talking, cooperating, or grouping with others
viors. We expect that the three key principles can address such in- until the players control their game addiction.
completeness and serve as bases for future technology addiction
research. 6.3. Limitations and future research
Fourth, this study enriches dual-system theory by integrating desire
for online group gaming and the deindividuation effect into the theory. This study has several limitations that offer opportunities for future
The majority of the previously examined desires pertain to “desire for work. First, the generalizability of the research findings may be limited
individual-referent behaviors,” such as desire for alcohol [23] and because we only investigate one type of online social game (e.g., Honor
craving for candy [65]. Few studies recognize the influence of “desire of Kings). Different online social games have unique characteristics and
for socialization and group-referent behaviors” when using dual-system support distinct social interactions that may influence players’ online
theory to investigate addictive behaviors. In online social game com- social game addiction. As suggested by Liu et al. [2], online social
munities, we employ desire for online group gaming as a contextual games can be classified into casual digital games, team simulation
manifestation of desire for socialization and group-referent behaviors. games, and massive multiplayer games. Casual digital games, such as
Such desire deindividuates players into a small friendship group in a Candy Crush and chess games, support skilled-based matching and
large game community [26,32]. This deindividuation effect causes competitive interactions where two or more players compete to be the
players to experience a shift of self-awareness from the individuality to best. Team simulation games, such as Virtual Peace, allow cooperative
the group [35], which further leads to a reflexive–reflective system interactions in which players coordinate with one another in a team to
imbalance and online social game addiction. Integrating the deindivi- face common challenges. Massive multiplayer games, such as World of
duation effect into dual-system theory can provide plausible explana- Warcraft, League of Legends, and Honor of Kings, offer both competi-
tions for such group-referent addiction phenomenon. Therefore, our tive and cooperative interactions where players join groups and com-
work extends dual-system theory from individual-referent addictive pete with one another as a group. To examine the generalizability of our
behaviors to group-referent addictive behaviors. findings, future studies are suggested to extend our research to other
online social game contexts. Second, this research only examines desire
6.2. Implications for practice for online group gaming as a contextual manifestation of desire for
socialization and group-referent behaviors. In online social game
This study also offers several key practical implications. First, our communities, players may experience various types of social interac-
findings suggest that altering the reflexive–reflective system imbalance tions, such as developing interpersonal relationships, grouping with
can help players recover from online social game addiction. By re- others, and playing as a part of a friendly casual guild. Although en-
flecting on the conceptualization and measures of such imbalance, gaging in online group gaming has increasingly become the dominant
players can take steps to (1) disrupt their habits and (2) enhance their social interaction activity for most players in online social game com-
self-regulation abilities in playing online social games. Several inter- munities, it may not fully reflect players’ desire for socialization. Thus,
ventions for modifying and breaking habits can be derived from the future research should further develop the concept of desire for socia-
extant habit literature [41]. For example, reducing gaming frequency lization and investigate the role of socialization in the formation of
and daily gaming time can quickly diminish players’ online social game online social game addiction.
habits [66]. Furthermore, imposing restrictions on the use of in-game
features (e.g., guild messengers, boards, and chatrooms) can also make 6.4. Conclusion
players escape from a habitual gaming state [16]. Players may also
adopt regulatory strategies, such as information- and capacity-enhan- This study advances our understanding of online social game ad-
cing measures, to control their self-regulation deficiency. Information- diction by introducing a dual-system theory perspective and examining
enhancing measures focus on those players who are unaware of the the impact of desire for online group gaming. Desire for online group
detrimental consequences of their game addiction and are in need of gaming, which is formed by attitude, anticipated enjoyment, group
such information to prevent distorted emotion, maladaptive thoughts, norm, and social identity, deindividuates players in their group of

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impulse control of eating behavior, J. Exp. Soc. Psychol. 45 (2009) 431–435, social media, e-commerce, knowledge management, IT adoption and usage, and societal
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Matthew K.O. Lee is chair professor of Information Systems & E-Commerce at the
MMORPG? An integrative perspective of social presence and user engagement,
College of Business, City University of Hong Kong. He is the principal investigator of a
Internet Res. 27 (2017) 408–427, https://doi.org/10.1108/IntR-04-2016-0091.
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