Abstract: While some service providers of Massively Multiplayer Online Role-Playing Games ...
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Abstract: While some service providers of Massively Multiplayer Online Role-Playing Games (MMORPGs) lose significant numbers of players over time, others maintain a strong growth trajectory. Drawing from the Uses and Gratifications Theory and the Need to Belong theory, we believe that an individual’s Perceived Belonging (i.e., the degree to which a person feels connected to and accepted by others) positively influences his/her Actual MMORPG Usage, i.e., how often he/she plays MMORPGs. After collecting 71 online questionnaires and applying a structural equation modeling approach, we found that Perceived Belonging’s positive influence on Actual MMORPG Usage is fully mediated by Perceived Enjoyment. Overall, our study suggests that MMORPG service providers should include belonging-oriented aspects into their games, such as the possibility of interacting and cooperating with other players, in order to increase individuals’ game usage through their Perceived Belonging.
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Semantic filters:
need-to-belong theory
Topics:
armed conflict video game web forum internet technology hedonistic information system
Abstract: Online social networks (OSNs) continue to have a transformative influence on how ...
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Abstract: Online social networks (OSNs) continue to have a transformative influence on how people socialize, partially because they help facilitate social contact that is crucial to fulfilling an innateneed to belong. However, there is increasing evidence that some users suffer from OSN addiction, expressed as OSN obsessive-compulsive disorder (OCD). Using the need-to-belong theory as our foundation, we seek a deeper understanding of the relationship between OSN belongingness and OSN OCD by examining the effects that OSN-specific uses and gratifications (U&Gs) and negative emotions have on it. We find that OSN belongingness is positively associated with use of the OSN to gratify needs for purposive value, self-discovery, maintaining interpersonal interconnectivity, social enhancement, and entertainment value. However, gratification of only the purposive value and social enhancement needs increases the likelihood of OSN OCD. Furthermore, we find that while OSN belongingness decreases the likelihood of OSN envy and anxiety, it slightly increases the likelihood of OSN fear of missing out; notably, all three of these negative emotions drive OSN OCD. Our findings indicate that healthy socialization use by well-adjusted individuals decreases OSN OCD risks, but those experiencing unstable emotional responses or unhealthy socialization on the OSN should avoid use.
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Semantic filters:
need-to-belong theory
Topics:
Facebook personality social network website social media
Methods:
partial least squares regression survey PLS tool cross sectional survey cross sectional research