This paper reviews the literature on the psychological predictors of the problematic use of Massively Multiplayer Online Role Playing Games (MMORPGs). Nineteen studies were included in the review and results are discussed in terms of seven broad areas; Play time, Demographic differences, Psychological wellbeing and mental health, Personality, Cognitive factors, Physiological factors and Gamer experience and motivations. As a new area of research, the literature at present shows some limitations and inconsistencies across studies. Often factors have been considered in only one published paper, or findings are variable. The most consistent evidence suggests that increased play time is a significant risk factor for problematic use, along wi...
Recently, there have been growing concerns about excessive online gaming. Playing Massively Multipla...
Massively Multiplayer Online Role-Playing Games or MMORPG is a real-time game that requires a strong...
The present thesis aimed to investigate the causes and consequences of excessive involvement in vide...
Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of...
Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of...
Introduction. For many people, the online environment has become a significant arena for everyday li...
peer reviewedPlaying online games can become problematic and engender adverse consequences. Several ...
Online gaming, specifically Massively Multiplayer Online Role-Playing Games (MMORPGs), has become a ...
peer reviewedBackground: Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games i...
peer reviewedBACKGROUND: Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games i...
Massively multiplayer online role-playing games (MMORPGs) are a popular form of entertainment used b...
© 2014 The Australian Psychological Society. Massively multiplayer online role-playing games (MMORPG...
The basic concept for my project will be researching a particular genre of video games. Researching ...
Massively Multiplayer Online Role Playing Games (MMORPGs) are a form of mass media with potential fo...
ABSTRACT Massively Multiplayer Online Role-Playing Games: Problematic Use by Andrew M. Byrne April 2...
Recently, there have been growing concerns about excessive online gaming. Playing Massively Multipla...
Massively Multiplayer Online Role-Playing Games or MMORPG is a real-time game that requires a strong...
The present thesis aimed to investigate the causes and consequences of excessive involvement in vide...
Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of...
Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of...
Introduction. For many people, the online environment has become a significant arena for everyday li...
peer reviewedPlaying online games can become problematic and engender adverse consequences. Several ...
Online gaming, specifically Massively Multiplayer Online Role-Playing Games (MMORPGs), has become a ...
peer reviewedBackground: Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games i...
peer reviewedBACKGROUND: Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games i...
Massively multiplayer online role-playing games (MMORPGs) are a popular form of entertainment used b...
© 2014 The Australian Psychological Society. Massively multiplayer online role-playing games (MMORPG...
The basic concept for my project will be researching a particular genre of video games. Researching ...
Massively Multiplayer Online Role Playing Games (MMORPGs) are a form of mass media with potential fo...
ABSTRACT Massively Multiplayer Online Role-Playing Games: Problematic Use by Andrew M. Byrne April 2...
Recently, there have been growing concerns about excessive online gaming. Playing Massively Multipla...
Massively Multiplayer Online Role-Playing Games or MMORPG is a real-time game that requires a strong...
The present thesis aimed to investigate the causes and consequences of excessive involvement in vide...