Abstract
Videogames have received much attention in addiction research due to their popularity and frequent use. However, few studies have addressed the effect of passion and impulsivity in gamers. Therefore, the aim of the current study was to examine the influence of passion and impulsivity on the intensity of play, playing time, and choice of Massive Multiplayer Online Role Play Game (MMORPG) vs. non-MMORPG. A sample of 630 university students (40.7% Colombian, 59.3% Spanish) responded to a questionnaire on gaming habits, the Passion scale and the Inventory of Impulsivity. Results showed that men preferred sports and MMORPG games and women played more simulation and strategy games and mini-games. The predictor variables for Intensity of Play were: playing MMORPG games, harmonious and obsessive passion and dysfunctional impulsivity. The predictor variables for Hours of Play were: age, harmonious passion and dysfunctional impulsivity. Age, both passions, and functional impulsivity predicted preference for MMORPGs. Impulsivity and passion help explain how players engage with videogames. Dysfunctional impulsivity is related to higher hours and intensity of play and functional impulsivity is a defining feature of MMORPG players. The presence of both passions was related to a higher intensity of play, however only harmonious passion was positively associated with playing for a longer time. These results suggest that the different types of passion and impulsivity have distinct influences on the manner of game play and the experience of that play.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.