Published July 1, 2015 | Version 10002016
Journal article Open

Addictive Use Due to Personality: Focused on Big Five Personality Traits and Game Addiction

Description

This study examined whether big five personality traits affect game addiction with control of psychological, social, and demographic factors. Specifically, using data from a survey of 789 game users in Korea, we conducted a regression analysis to see the associations of psychological (loneliness/depression), social (activities with family/friends), self-efficacy (game/general), gaming (daily gaming time/perception), demographic (age/gender), and personality traits (extraversion, neuroticism conscientiousness, agreeableness, & openness) with the degree of game addiction. Results showed that neuroticism increase game addiction with no effect of extraversion on the addiction. General self-efficacy negatively affected game addiction, whereas game self-efficacy increased the degree of game addiction. Loneliness enhanced game addiction while depression showed a negative effect on the addiction. Results and implications are discussed.

Files

10002016.pdf

Files (136.5 kB)

Name Size Download all
md5:7618dd22d90355851e4639b61032f3df
136.5 kB Preview Download

Additional details

References

  • E.J. Jeong, D.H. Kim, "Social Activities, Self-Efficacy, Game Attitudes, and Game Addiction", CyberPsychology, Behavior & Social Networking, Mary Ann Liebert, 2011, Vol. 14, No. 4, pp. 213-221.
  • E.A. Witt, A.J. Massman, L.A. Jackson, "Trends in youth's video game playing, overall computer use, and communication technology use", Computers in Human Behavior, 2011, Vol. 27, No. 2, pp. 763-769.
  • N.M. Petry, C.P. O'brien, "Internet gaming disorder and the DSM-5. Addiction", Society for the Study of Addiction, 2013, Vol. 108, No. 7, pp. 1186-1187.
  • K.S. Young, "Understanding Online Gaming Addiction and Treatment Issues for Adolescents." The American Journal of Family Therapy, Taylor & Francis Group, 2009, pp. 355-372.
  • C. Liu, F.A. Kuo, "Study of Internet addiction through the lens of the interpersonal theory", CyberPsychology & Behavior, Mary Ann Liebert, 2007, Vol. 10, pp. 799–804.
  • W. Peng, M. Liu, "Online gaming dependency: a preliminary study in China", & Behavior, Mary Ann Liebert, 2010, Vol. 13, pp. 329–333.
  • R. Festl, M. Scharkow, and T. Quandt, "Problematic computer game use among adolescents, younger and older adults. Addiction", 2013, pp. 592-599.
  • K.S. Young, "Caught in the Net: How to Recognize the Signs of Internet Addiction – and a Winning Strategy for Recovery", John Wiley & Sons, Canada, 1998.
  • W. Tan, C.Yang, "Personlaity trait predicts of usage of Internet services", 2012 International Conference on Economics, Business Innovation, 2012, Vol.38, pp. 185-190. [10] Z.A.Samarein, N.S.Far, M.Yekleh, S.Tahmasebi, F.Yaryari, V. Ramezani, and L. Sandi, "Relationship between personality traits and internet addiction of students at Kharazmi University", International Journal of Psychology and Behavioral Research, 2013, Vol., 2 (1), pp.10-17. [11] Wang W, "Internet dependency and psychosocial maturity among college students", International Journal of Human-Computer Studies, 2001, Vol. 55(6), pp.919-938. [12] S. Caplan, "Problematic Internet use and psychosocial well-being: Development of a theory-based cognitive-behavioral measurement instrument", Computers in Human Behavior, 2001, Vol. 18, pp.553-75. [13] R. S. Tokunaga, S. A. Rains, "An Evaluation of Two Characterizations of the Relationships Between Problematic Internet Use, Time Spent Using the Internet, and Psychosocial Problems", Human Communication Research, 2010, Vol.36, pp.512–545 [14] R. Larose, C.A. Lin, and M.S. Eastin, "Unregulated Internet usage: Addiction, habit, or deficient self-regulation?" Media Psychology, 2003, Vol. 5, pp. 225–253. [15] J. Kim, R. Larose, and W. Peng"Loneliness as the cause and the effect of problematic Internet use: The relationship between Internet use and psychological well-being", Cyberpsychology and Behavior, 2009, Vol. 12, pp.451–455. [16] J.S. Lemmens, P.M. Valkenburg, and J. Peter, J, "Psychosocial causes and consequences of pathological gaming", Computers in Human Behavior, 2001, Vol. 27(1), pp.144-152. [17] R.A. Davis, R. A., "A cognitive-behavioral model of pathological Internet use", Computers in human behavior, 2001, Vol. 17(2), pp.187-195. [18] M. Griffiths MD. "Internet addiction: Does it really exist?" In: Gackenbach, J, eds. Psychology and the Internet: Intrapersonal, interpersonal and transpersonal applications. New York: Academic Press, 1998, pp. 61-75. [19] A. Bandura, "Self-efficacy: Toward a unifying theory of behavioral change", Psychological Review, 1977, Vol. 84(2), pp. 191-205. [20] K. Kim, M. Yoo, and J. Lee, "Effects of Internet addiction on online and offline interpersonal relationships", Journal of Korean Child Studies, 2004, 25(2), pp. 109-20. [21] R.C. Rose, "Expatriate performance in overseas assignments: The role of Big Five Personality", Asian Social Science, 2010, Vol. 6(9), pp. 104-113. [22] Y.A. Hamburger, E. Ben-Artzi, "The relationship between extraversion and neuroticism, and the different uses of the Internet", Computers in Human Behavior, 2000, Vol. 16(4), pp. 441-449. [23] E. Collins, J. Freeman, "Do problematic and non-problematic video game players differ in extraversion, trait empathy, social capital, and prosocial tendencies?", 2013, Computers in Human Behavior, Vol. 29, pp.1933-1940. [24] L.S. Radloff, "The CES-D scale: A self-report depression scale for research in the general population", Applied Psychological Measurement, West Publishing, 1977, Vol. 1, No. 3, pp. 1-17. [25] D. Russell, "UCLA Loneliness Scale (Version 3): Reliability, validity, and factor structure", Journal of Personality Assessment, Lawrence Erlbaum Associates, 1996, Vol. 66, pp. 20-40. [26] O.P. John, S. Srivastava. "The big five: History, measurement, & development", In: L.A. Pervin, O.P. John (eds.). Handbook of Personality: Theory & Research. New York: Guilford Press. 1999, pp. 102-138.