Conscientiousness, Immersion, and Game Chance Type: Problematic Videogames Use Predictors Among Professional Online Board Gamers
Abstract
Several reports on the potential relationship between immersion experienced by gamers and problematic videogames use (PVG) have recently appeared in the literature but their results often vary. This discrepancy may be due to the fact that games can be chance-dependent (CDG) or chance-independent (CIG). This may also be due to the nature of the relationship between immersion and PVG with a personality trait (conscientiousness), which is an antecedent of both variables. We decided to check whether conscientiousness and PVG relationship will be mediated by immersion and whether this relationship is dependent on the game type. The survey was addressed to board game club members who represented professional players, based on the time spent playing games as well as the ranking criterion. Ninety-four CDG and CIG players responded to the survey. The model proposed in this pilot study showed that conscientiousness explains PVG directly in CIG players, whereas in CDG players this mechanism is mediated by the immersion they experience. This discovery sheds new light on the potential motivational causes of PVG, which depend on both immersion and the chance type of game.
References
American Psychiatric Association (2013). Diagnostic and statistical manual of mental disorders (5th ed.). American Psychiatric Association.
Andrade, J. M., & Pontes, H. (2017). A brief update on videogame play and flow experience: From addiction to healthy gaming. Mental Health and Addiction Research, 2(1), 1–3. https://doi.org/10.15761/MHAR.1000127
Bergonse, R. (2017). Fifty years on, What exactly is a videogame? An essentialistic definitional approach. The Computer Games Journal, 6(4), 239–255. https://doi.org/10.1007/s40869-017-0045-4
Bilalić, M., McLeod, P., & Gobet, F. (2007). Personality profiles of young chess players. Personality and Individual Differences, 42(6), 901–910. https://doi.org/10.1016/j.paid.2006.08.025
Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., & Egloff, B. (2016). Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres. Computers in Human Behavior, 55, 406–412. https://doi.org/10.1016/j.chb.2015.09.041
Brown, E., & Cairns, P. (2004, April). A grounded investigation of game immersion. In CHI'04 Extended Abstracts on Human Factors in Computing Systems (pp. 1297–1300). https://doi.org/10.1145/985921.986048
Columb, D., Griffiths, M. D., & O’Gara, C. (2022). Online gaming and gaming disorder: More than just a trivial pursuit. Irish Journal of Psychological Medicine, 39(1), 1–7. https://doi.org/10.1017/ipm.2019.31
Costa, P. T., & McCrae R. R. (1985). The NEO Personality Inventory. Psychological Assessment Resources.
Csikszentmihalyi, M., Montijo, M. N., & Mouton A. R. (2018). Flow theory: optimizing elite performance in the creative realm. In S. I. Pfeiffer, E. Shaunessy-Dedrick, & M. Foley-Nicpon (Eds.), APA handbook of giftedness and talent (pp. 215–229). American Psychological Association. https://doi.org/10.1037/0000038-014
Dieris-Hirche, J., Pape, M., te Wildt, B. T., Kehyayan, A., Esch, M., Aicha, S., Herpetz, S., & Bottel, L. (2020). Problematic gaming behavior and the personality traits of video gamers: A cross-sectional survey. Computers in Human Behavior, 106, 106272. https://doi.org/10.1016/j.chb.2020.106272
Elliott, L., Golub, A., Ream, G., & Dunlap, E. (2012). Video game genre as a predictor
of problem use. Cyberpsychology, Behavior, and Social Networking, 15(3), 155–161. https://doi.org/10.1089/cyber.2011.0387
Gobet, F., Retschitzki, J., & de Voogt A. (2004). Moves in mind: The psychology of board games. Psychology Press.
Gosling, S. D., Rentfrow, P. J., & Swann Jr, W. B. (2003). A very brief measure of the Big-Five personality domains. Journal of Research in Personality, 37(6), 504–528. https://doi.org/10.1016/S0092-6566(03)00046-1
Grabner, R. H., Stern, E., & Neubauer, A. C. (2007). Individual differences in chess expertise: A psychometric investigation. Acta Psychologica, 124(3), 398–420. https://doi.org/10.1016/j.actpsy.2006.07.008
Griffiths, M. (1996). Behavioural addiction: an issue for everybody? Employee Counselling Today, 8(3), 19–25. https://doi.org/10.1108/13665629610116872
Griffiths, M. (2005). A ‘components’ model of addiction within a biopsychosocial framework. Journal of Substance Use, 10(4), 191–197. https://doi.org/10.1080/14659890500114359
Griffiths, M. D. (2010). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8(1), 119–125. https://doi.org/10.1007/s11469-009-9229-x
Griffiths, M. D. (2019). The evolution of the ‘components model of addiction’ and the need for a confirmatory approach in conceptualizing behavioral addictions. Düşünen Adam: The Journal of Psychiatry and Neurological Sciences, 32, 179–184. https://doi.org/10.14744/DAJPNS.2019.00027
Hartung, F., Burke, M., Hagoort, P., & Willems, R. M. (2016). Taking perspective: Personal pronouns affect experiential aspects of literary reading. PloS one, 11(5), e0154732. https://doi.org/10.1371/journal.pone.0154732
Huh, S., & Bowman, N. (2008). Perception and addiction of online games as a function of personality traits. Journal of Media Psychology Theories Methods and Applications, 13(2), 1–32.
James, R. J., O’Malley, C., & Tunney, R. J. (2016). Why are some games more addictive than others: The effects of timing and payoff on perseverance in a slot machine game. Frontiers in Psychology, 7, 46. https://doi.org/10.3389/fpsyg.2016.00046
Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies, 66(9), 641–661. https://doi.org/10.1016/j.ijhcs.2008.04.004
Juul, J. (2005). Half-Real: Video games between real rules and fictional worlds. MIT Press.
Kaur, S. (2020). Effect of online games on the personality of adolescents. LAP LAMBERT Academic Publishing.
Kayiş, A. R., Satici, S. A., Yilmaz, M. F., Şimşek, D., Ceyhan, E., & Bakioğlu, F. (2016). Big five-personality trait and internet addiction: A meta-analytic review. Computers in Human Behavior, 63, 35–40. https://doi.org/10.1016/j.chb.2016.05.012
Khang, H., Kim, J. K., & Kim, Y. (2013). Self-traits and motivations as antecedents of digital media flow and addiction: The Internet, mobile phones, and video games. Computers in Human Behavior, 29(6), 2416–2424. https://doi.org/10.1016/j.chb.2013.05.027
King, D. L., Herd, M. C., & Delfabbro, P. H. (2017). Tolerance in Internet gaming disorder: A need for increasing gaming time or something else? Journal of Behavioral Addictions, 6(4), 525–533. https://doi.org/10.1556/2006.6.2017.072
Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278–296. https://doi.org/10.1007/s11469-011-9318-5
Lemmens, J. S., & Hendriks, S. J. (2016). Addictive online games: Examining the relationship between game genres and Internet gaming disorder. Cyberpsychology, Behavior, and Social Networking, 19(4), 270–276. https://doi.org/10.1089/cyber.2015.0415
López-Fernández, F. J., Mezquita, L., Griffiths, M. D., Ortet, G., & Ibáñez, M. I. (2020). The role of personality on disordered gaming and game genre preferences in adolescence: Gender differences and person-environment transactions. Adicciones, 33(3), 263–272. https://doi.org/10.20882/adicciones.1370
Michailidis, L., Balaguer-Ballester, E., & He, X. (2018). Flow and immersion in video games: The aftermath of a conceptual challenge. Frontiers in Psychology, 9, 1682. https://doi.org/10.3389/fpsyg.2018.01682
Mihara, S., & Higuchi, S. (2017). Cross‐sectional and longitudinal epidemiological studies of Internet gaming disorder: A systematic review of the literature. Psychiatry and Clinical Neurosciences, 71(7), 425¬–444. https://doi.org/10.1111/pcn.12532
Müller, K. W., Beutel, M. E., Egloff, B., & Wölfling, K. (2014). Investigating risk factors for internet gaming disorder: A comparison of patients with addictive gaming, pathological gamblers and healthy controls regarding the big five personality traits. European Addiction Research, 20(3), 129–136. https://doi.org/10.1159/000355832
Nordin, A. I., Ali, J., Animashaun, A., Asch, J., Adams, J., & Cairns, P. (2013). Attention, time perception and immersion in games. In CHI'13 Extended Abstracts on Human Factors in Computing Systems (pp. 1089–1094). https://doi.org/10.1145/2468356.246855
Peters, C. S., & Malesky Jr, L. A. (2008). Problematic usage among highly-engaged players of massively multiplayer online role playing games. CyberPsychology & Behavior, 11(4), 481–484. https://doi.org/10.1089/cpb.2007.0140
Pontes, H. M., & Griffiths, M. D. (2015). Measuring DSM-5 internet gaming disorder: Development and validation of a short psychometric scale. Computers in Human Behavior, 45, 137–143. https://doi.org/10.1016/j.chb.2014.12.006
Reichenbach, D. J. (2017). Losing time and space: experiencing immersion. In S. Wuppuluri & G. Ghirardi (Eds.), Space, Time and the Limits of Human Understanding (pp. 503–512). Springer International Publishing.
Roberts, B. W., Jackson J. J., Fayard J. V., & Meints, J. (2009). Conscientiousness. In M. R. Leary & R. H. Hoyle (Eds.), Handbook of individual differences in social behavior (pp. 369–381). The Guilford Press.
Sala, G., & Gobet, F. (2016). Do the benefits of chess instruction transfer to academic and cognitive skills? A meta-analysis. Educational Research Review, 18, 46–57. https://doi.org/10.1016/j.edurev.2016.02.002
Şalvarlı, Ş.İ., & Griffiths, M. D. (2021). Internet gaming disorder and its associated personality traits: A systematic review using PRISMA Guidelines. International Journal of Mental Health and Addiction, 19, 1420–1442. https://doi.org/10.1007/s11469-019-00081-6
Sferra, M. S. (2016). Game type as a moderator of the relationship between pathological video game use, impulsivity, aggression, and general psychopathology (Doctoral dissertation). College Station, TX, Texas A&M University. Available from https://oaktrust.library.tamu.edu/bitstream/handle/1969.1/158694/SFERRA-THESIS-2016.pdf?sequence=1
Sorokowska, A., Słowińska, A., Zbieg, A., & Sorokowski, P. (2014). Polska adaptacja testu Ten Item Personality Inventory (TIPI) – TIPI-PL – wersja standardowa i internetowa [Polish adaptation of the Ten Item Personality Inventory (TIPI)—TIPI-PL – standard and online versions]. WrocLab.
Statista (2020a). Global board games market value from 2017 to 2023. Available from https://www.statista.com/statistics/829285/global-board-games-market-value/
Statista (2020b). How often do you play board games in the family? Available from https://www.statista.com/forecasts/862795/frequency-of-playing-board-games-in-the-family-in-the-us
Statista (2022). Board Games – Worldwide (CAGR 2022–2026). Available from https://www.statista.com/outlook/dmo/app/games/board-games/worldwide
Strojny, P., & Strojny, A. (2014). The Immersion Questionnaire – Polish adaptation and empirical verification of the scale. Homo Ludens, 1(6), 171–186.
Technavio (2020). Board Games Market by Product, Distribution Channel, and Geography – Forecast and Analysis 2020–2024. Available from https://www.technavio.com/report/board-games-market-industry-analysis
Topor, D. R., Swenson, L. P., Liguori, G. M., Spirito, A., Lowenhaupt, E. A., & Hunt, J. I. (2011). Problematic video game use scale: Initial psychometric properties with psychiatrically hospitalized adolescents. The Journal of Clinical Psychiatry, 72(12), 15667. https://doi.org/10.4088/JCP.11m07040
Trivedi, R. H., & Teichert, T. (2017). The Janus-faced role of gambling flow in addiction issues. Cyberpsychology, Behavior, and Social Networking, 20(3), 180–186. https://doi.org/10.1089/cyber.2016.0453
Wan, C. S., & Chiou, W. B. (2006). Psychological motives and online games addiction: A test of flow theory and humanistic needs theory for Taiwanese adolescents. CyberPsychology & Behavior, 9(3), 317–324. https://doi.org/10.1089/cpb.2006.9.317
Wang, C. W., Ho, R. T., Chan, C. L., & Tse, S. (2015). Exploring personality characteristics of Chinese adolescents with internet-related addictive behaviors: Trait differences for gaming addiction and social networking addiction. Addictive Behaviors, 42, 32–35. https://doi.org/10.1016/j.addbeh.2014.10.039
Wiguna, I. G. R. P., Lesmana, C. B. J., & Widiana, I. G. R. (2020). Personality traits in online game addiction in Denpasar. Journal of Clinical and Cultural Psychiatry, 1(2), 32–34. https://doi.org/10.36444/jccp.v1i2.14
World Health Organization (2018). ICD-11 for Mortality and Morbidity Statistics. Disorders due to substance use or addictive behaviours. https://icd.who.int/browse11/l-m/en#/http://id.who.int/icd/entity/1448597234
Wu, T. C., Scott, D., & Yang, C. C. (2013). Advanced or addicted? Exploring the relationship of recreation specialization to flow experiences and online game addiction. Leisure Sciences, 35(3), 203–217. https://doi.org/10.1080/01490400.2013.780497
Yang, S., Lu, Y., Wang, B., & Zhao, L. (2014). The benefits and dangers of flow experience in high school students’ internet usage: The role of parental support. Computers in Human Behavior, 41, 504–513. https://doi.org/10.1016/j.chb.2014.09.039
Yau, Y. H., Crowley, M. J., Mayes, L. C., & Potenza, M. N. (2012). Are Internet use and video-game-playing addictive behaviors? Biological, clinical and public health implications for youths and adults. Minerva Psichiatrica, 53(3), 153–170. PMID: 24288435. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3840433/pdf/nihms-518929.pdf
Copyright (c) 2022 Annals of Psychology
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.