Bowman Online Game Essay

4061 Words Aug 16th, 2015 17 Pages
Running Head: Online Game Addiction

Perception of and Addiction to Online Games as a Function of Personality Traits

Searle Huh
University of Southern California and Nicholas David Bowman
Michigan State University

Online Publication Date: April 26, 2008
Journal of Media Psychology, V 13, No. 2, Spring, 2008

Abstract

With the growing popularity of online video games, there have been anecdotal reports suggesting that these games are highly addictive, with some gamers spending in excess of 40 to 50 hours per week playing. Thus, research into the individual characteristics that lead to excessive play is warranted. This paper examines two individual variables – personality and
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According to a white paper from the Korea Game Industry Agency (2007), the world market for online video games increased from $ 2.1 billion in 2003 to $ 5.7 billion in 2006, representing a nearly three times market increase in less than half a decade. A recent AC Nielsen study reported that, of the 65 million active online gamers, over 15 million are over the age of 45 (as cited by Gonsalves, 2006), and over 64 percent – almost two-thirds – are female (as cited by Klepek, 2006). The same report found that, of the leisure time available to adolescents (about 55 hours per week), nearly 25 percent of this time was spent with video games (as cited by PRNewswire, 2006). In short, online gaming has swiftly emerged as a popular and successful source of entertainment and play for people of all ages. The majority of video game research has focused on perceived negative effects of video game play due to the content of the games, as social scientists have focused their efforts on investigating the proposed relationship between violent content and aggressive outcomes (Anderson & Bushman, 2001; Calvert & Tan, 1994; Jansz, 2005; Sherry, 2001a). Although online games often contain similar acts of violence, recent anecdotal evidence has suggested another negative behavioral effect that these games may pose, that of addiction. The Washington Post reports that, in 2005, at least 10 people in Korea died as a result of excessive game play, including one man who was found dead in

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