Abstract
Using a quantitative survey distributed to regular players of MMORPGs (Massively Multiplayer Online Role-Playing Games) (N = 777), the current study employed a correlation matrix and a parallel mediation model to assess the relationship between play frequency, motivating factors, and video game addiction. The results demonstrated that each of these elements were related to one another to varying degrees (p < .001). The motivating factors identified by Yee (2006) included achievement, immersion, and social interaction, which were tested as mediators and indicated that achievement (a1 = 0.2817, p < 0.001; b1 = 0.4073, p < 0.001) and immersion (a2 = 0.3217, p < 0.001; b2 = 0.2574, p < 0.001) are mediators in the relationship of play frequency and addiction. Social interaction was not significant as a mediator (a3 = 0.3217, p < 0.001; b3 = -0.0235, p = 0.6753). Higher levels of addiction were present for those who were motivated by achievement (rewards) and immersion (storyline/diversion) to play more frequently per week. However, those who were motivated by social interaction to play frequently did not demonstrate a statistically significant relationship with higher levels of addiction. Findings suggest that motivating factors of gameplay may have a mediating effect on the relationship between play frequency and addiction.
Degree
MA
College and Department
Fine Arts and Communications; Communications
Rights
https://lib.byu.edu/about/copyright/
BYU ScholarsArchive Citation
Speed, Abbie, "Losing Control to the Controller: MMORPG Video Game Addiction and Mediating Roles of Player Motivations" (2023). Theses and Dissertations. 10275.
https://scholarsarchive.byu.edu/etd/10275
Date Submitted
2023-03-30
Document Type
Thesis
Handle
http://hdl.lib.byu.edu/1877/etd13113
Keywords
video games, video game addiction, MMORPG, motivations, uses and gratifications, mediation
Language
english