Massively Multiplayer Online Role-Playing Games (MMORPGs) can sometimes be associated with patterns of play that are harmful to health and well-being. Hazardous MMORPG play has been linked to hostility (toward other people). However, little is known about how hostility, as a risk factor, relates to players' choices within games, or players' experiences of the positive aspects of MMORPGs. In this study, we surveyed 5,847 players of Jagex's to examine how trait hostility relates to player roles that prioritize skill acquisition/improvement (Skillers), combat (Killers), or narrative challenges (Questers). Killers reported modestly higher levels of trait hostility than Skillers and Questers. The most hostile players reported the strongest importance of in-game relative to offline achievements, possibly indicating hazardous involvement. Critically, hostile players also report the strongest cognitive and social benefits. These include (i) skills acquired through MMORPGs that help players to achieve things in their offline lives and (ii) online relationships that benefit offline relationships. These findings offer a new perspective on the way that a previously reported risk factor for harmful MMORPG play relates to player engagement, possibly by offering a helpful space for hostile individuals to develop problem solving and social skills. This suggests that some individuals who might be vulnerable to developing harmful patterns of MMORPG play may simultaneously experience greater tangible benefits.
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http://dx.doi.org/10.1089/cyber.2019.0349 | DOI Listing |
Cyberpsychol Behav Soc Netw
January 2025
Department of Psychology, Faculty of Arts, University of Delhi, North Campus, Delhi, India.
The growth of online video-game players has seen a parallel growth in online gaming communities. Membership in these communities has been well known to play a vital role in shaping social connections and fostering social capital. This systematic review explored the role of interacting virtual identities in shaping the relationship between membership in gaming communities and social capital as an outcome.
View Article and Find Full Text PDFFront Psychiatry
September 2023
Doctoral School in the Social Sciences, Jagiellonian University, Kraków, Poland.
Introduction: The strength of the association between gaming involvement and gaming disorder is weak to moderate. Gamers cannot be directly involved in gaming all the time, but how much they are involved in activities indirectly related to gaming during gaming-free time may play an important role. Also, specific game genres may matter.
View Article and Find Full Text PDFActa Psychol (Amst)
October 2022
Department of Linguistics, Cognitive Science, and Semiotics, Aarhus University, Denmark; Interacting Minds Centre, Aarhus University, Denmark. Electronic address:
This article proposes a framework to characterize joint action in digital spaces. "Digital joint action" maintains many known elements from physical, real-world joint action including representations relating to joint goals and individual subgoals, processes such as predicting and monitoring own and others' actions, and supporting coordination through signaling and direct communication. In contrast to social interaction in the real world, joint action performed online comes with a unique additional feature: Digital joint action is mediated through (more or less vividly visualized) avatars that are controlled by the individual users but also imply particular personas that come with their own skills and acting abilities.
View Article and Find Full Text PDFAddict Biol
September 2022
Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea.
Int J Environ Res Public Health
August 2022
Department of Clinical Psychiatry, University Hospital of Besançon, 25000 Besançon, France.
(1) Background: Internet gaming disorder (IGD) shares many similarities with substance use disorder (SUD), contributing to its recognition as an addictive disorder. Nevertheless, no study has compared IGD to other addictive disorders in terms of personality traits established as highly co-occurring with SUDs. (2) Methods: We recruited a sample of gamers (massively multiplayer online role-playing games) (MMORPGs) via online in-game forums.
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