The determinants of internet gaming disorder disorder symptoms through avatar identification among multiplayer online battle arena (MOBA) gamers

<p>The popular game genre, multiplayer online battle arena (MOBA), contain addictive</p><p>features. Concerns arise when gamers experience adverse consequences, particularly</p><p>Internet gaming disorders (IGD) symptoms. An exami...

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Bibliographic Details
Main Author: Tng, Soo Ting
Format: thesis
Language:eng
Published: 2021
Subjects:
Online Access:https://ir.upsi.edu.my/detailsg.php?det=7518
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Summary:<p>The popular game genre, multiplayer online battle arena (MOBA), contain addictive</p><p>features. Concerns arise when gamers experience adverse consequences, particularly</p><p>Internet gaming disorders (IGD) symptoms. An examination of determinants is crucial to</p><p>develop a clearer picture of IGD. Uses and Gratification Theory (UGT) was applied to</p><p>ground the formation of the conceptual framework. There are several research objectives:</p><p>(1) to identify the cut-off value of the nine-item IGD Scale (short form) and determine the</p><p>prevalence rate of the disordered group, (2) examine the predictive effects of social phobia,</p><p>depression, motivations of gaming (achievement, socialisation, and immersion), and</p><p>identification of avatar on IGDs symptoms, and (3) explore the mediating effect of</p><p>identification of avatar among the relationships. The present study applied translation and</p><p>adaption of the used measures. The conceptual translation was performed to ensure the</p><p>original meanings of items were retained while adapting to the local context. A crosssectional</p><p>descriptive design and purposive sampling method were implemented to collect</p><p>1,175 sets of responses via online survey. After data cleaning, 1,068 sets of responses were</p><p>retained for final analyses. The present study discovered that social phobia, depression,</p><p>achievement motivation, immersion motivation, and identification of avatar positively</p><p>predicted IGDs symptoms, whereas socialisation motivation as a negative predictor.</p><p>Identification of avatar was found as a significant mediator for all key determinants (except</p><p>depression) and IGDs symptoms. Theoretically, the examination of mediating effect</p><p>extended the application of UGT by illustrating clearer interplay between the determinants</p><p>and IGD. The significant mediation reflected its suitability of UGT in the study context.</p><p>Practical implications were suggested in providing prevention and intervention programs</p><p>to at-risk youth (e.g., experience mental issues). Shaping youth's positive characteristics</p><p>should always be placed as the top priority given that youth are the impetus who bring</p><p>revolutionary changes and improvement in a nation.</p>