Playing too much? Global video game addiction study

  • Thread starter Thread starter DanLoton
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It is satisfying knowing that you improved your gameplay but to know if your better than the person is somewhat hard to tell.
Play a hell of a long casual session with them.
 
Competing against myself? No, not really. What do I gain out of beating myself really? "Woo! Go me! Now what?" So I got a new high-score, who am I going to tell about it? No one? What was the point if no one else is going to know or care?

The way I see it, competing "against yourself" has a sort of flawed logic, because by definition, competing is the strive to beat others at something who are doing the same... You could argue that one would want to set a new high score, but that wouldn't be beating themselves, that would be beating the competition even further.

You point out some great points. Completing challenging tasks, e.g. License Tests on GT5, is another story. Like to say you suddenly receive a time only a couple of hundredths after Gold, after trying to countless times. It would certainly leave some satisfaction. But then you get the urge to try a shorter time, since because you already gotten gold, you can go even further, believing that no one can reach it if you really did get a short time. But others would just ignore it like it doesn't exist and move on with your motivation intact. However extending on the first choice, the belief will act as a motivation "substitute", so to say. And as the time gets shorter and shorter, more and more is added, to the point where it would take someone hours to reach. But 9 times out of 10 you'll get frustrated, give up trying, and go for the other choice. And the actual reason is plain luck, but you may never realize it. They are people who can handle failure though, but some who think repetition is tedious.

What I'm explaining basically is a restate of what AOS said, but it is more into repetition. Going further and further into the high score will add into the motivation, even if there's no room for a higher score. Think of it like Leveling Up while you're already a beast of what you're specialized in, thinking that you can be even more "beastier." I'm not implying that I enjoy doing extreme repetition though.
 
What I'm explaining basically is a restate of what AOS said, but it is more into repetition. Going further and further into the high score will add into the motivation, even if there's no room for a higher score. Think of it like Leveling Up while you're already a beast of what you're specialized in, thinking that you can be even more "beastier." I'm not implying that I enjoy doing extreme repetition though.

TL;DR version: "Raising the bar"...
 
sorry for my delayed reply. I did end up buying Skyrim yesterday, but that hasn't been what's holding me up (honest!), i'm only sitting down to play it tonight.

On the topic of motivations of play, there has been some research on the topic. When researchers investigate something like this they ask A LOT of gamers A LOT of questions about why they play video games, what they get out of it, then they apply a statistical analysis technique that looks at the reasons people give, and determines which reasons are 'intercorrelated', or basically, which reasons bunch together - and these bunches are called 'factors'. The statistical technique that looks at these underlying structures is called 'factor analysis'. In this case it's used as a way of mapping the common reasons people give for playing video games.

Nick Yee is one researcher who has conducted a factor analysis exploring motivations for play, and he came to the conclusion that motivation for most people falls under 10 components, which fit under three broad headings, listed below:


Achievement component
Advancement—The desire to gain power, progress rapidly, and accumulate in-game symbols of wealth or status
Mechanics—Having an interest in analyzing
the underlying rules and system in order to
optimize character performance
Competition—The desire to challenge and
compete with others

Social component
Socializing—Having an interest in helping and
chatting with other players
Relationship—The desire to form long-term
meaningful relationships with others
Teamwork—Deriving satisfaction from being
part of a group effort.

Immersion component
Discovery—Finding and knowing things that
most other players don’t know about
Role-Playing—Creating a persona with a background story and interacting with other
players to create an improvised story
Customization—Having an interest in customizing the appearance of their character
Escapism—Using the online environment to
avoid thinking about real life problems

Now Nick Yee's research was slanted a little towards MMORPGs, but it's still interesting. Here's a reference to the full article - http://www.nickyee.com/pubs/Yee%20-%20Motivations%20(2007).pdf

Not that surprisingly escapism has shown a slight connection to problem play, but what is being escaped isn't really known yet. Also interesting that one sub-component of the competition is dominance over other players specifically, which seems a little like the joy players get from using a 'dirty' tactic to ruin other players experiences, what do they call the rocket launcher in MW, noob tube? That might be on topic with that component.

Those motivations have been developed into a scale that measures why you play. These techniques, being quantitative research, are looking into why MOST people play, and don't rule out other more unique reasons of course.

By the way anyone who found the study interesting and would like to share it with friends, you can do so via the facebook and twitter share on the site, I need as many participants as I can get, there are literally millions and millions of gamers so the more people, the more representative the sample! - www.videogamestudies.net

Off to try out Skyrim,
Dan.
 
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I thought this may be a topic of interest for gamers on GTplanet

Are you not chasing the wrong people: gamers.

For me gamers got 98% with GT5 and moved on to the next thing.

A lot of people here do not use the game aspects, they just want to race, they are racers. They just happen to use GT5 for it.
 
I've really grown to dislike the word "gamer" and my game studies prof took the final straw on it.... "player" sounds much more authentic and accurate when describing people who "play" games...(not just video games)...
 
Wouldn't Achievement and Socializing be the same component? You don't spend alot of hours practicing something unless you have shown what you are doing wrong.
 
Hmm I don't think i'm following - achievement is more about increasing your skill, and socialization is interacting with other people through the game. I can see a social aspect to competition and achievement, especially status - e.g. there's a certain status with achieving a high level in an MMORPG for example.

Are you saying that there's a social pressure to achieve?? That's interesting, could be a completely different PhD topic as well.
 
Hmm I don't think i'm following - achievement is more about increasing your skill, and socialization is interacting with other people through the game. I can see a social aspect to competition and achievement, especially status - e.g. there's a certain status with achieving a high level in an MMORPG for example.

Are you saying that there's a social pressure to achieve?? That's interesting, could be a completely different PhD topic as well.
Tri-force X justin Wong :lol:
Why wouldn't there be a social pressure? You have a training partner that raises the bar on you, wouldn't you want to match it or at least BE better? IF you take the game seriously
I Got Next Segment *
Noted that documentary is about 2-3 years old.
Friends that are into the same game usually help each other out. By competing locally is determining skill level. By interacting with other players via forums is socializing and expanding your knowledge of the game ( With other players of the same interest that are also trying to raise their bar).
Sadly, this is probably applied to the Fighting Genre(Possibly RTS), SRK always have veteran members helping out new people while competing.
 
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yeah true I can see the connection, the achievement and socialisation are often interrelated - but not always I suppose. MMORPGs strike me as having more capacity for socialisation than first-person shooters, or fighters like tekken or similar. Or at least, a different kind of socialisation.
 
With sources like the Internet and leagues appearing, socializing and competing through gaming has changed.
 
If its not video game addiction, its TV addiction, particularly for the older generations who don't game.
 
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