Free-to-play: About addicted Whales, at risk Dolphins and healthy Minnows. Monetarization design and Internet Gaming Disorder

التفاصيل البيبلوغرافية
العنوان: Free-to-play: About addicted Whales, at risk Dolphins and healthy Minnows. Monetarization design and Internet Gaming Disorder
المؤلفون: Kai W. Müller, Manfred E. Beutel, E. Duven, Michael Dreier, Klaus Wölfling, S. Giralt
المصدر: Addictive Behaviors. 64:328-333
بيانات النشر: Elsevier BV, 2017.
سنة النشر: 2017
مصطلحات موضوعية: Male, Coping (psychology), Adolescent, Child Behavior, Medicine (miscellaneous), Dysfunctional family, Toxicology, Developmental psychology, 03 medical and health sciences, 0302 clinical medicine, Game design, Germany, Surveys and Questionnaires, Adaptation, Psychological, Humans, Child, Internet, business.industry, Age Factors, Popularity, Play and Playthings, 030227 psychiatry, Behavior, Addictive, Psychiatry and Mental health, Clinical Psychology, Distress, Video Games, Adolescent Behavior, Female, The Internet, Psychology, Free to play, business, Stress, Psychological, 030217 neurology & neurosurgery, Psychopathology
الوصف: Introduction Video games are not only changing due to technical innovation, but also because of new game design and monetization approaches. Moreover, elite gamer groups with financial in-game-investments co-finance all users of free-to-play-games. Besides questions on youth protection, the growing popularity of free-to-play games has fostered discussions on supposed associations to Internet Gaming Disorder (IGD). Method Children and adolescents using free-to-play browser games were examined in a German school-based representative study (N = 3967; age range 12 to 18). Based on a clinical self-report AICA-S (Wolfling et al., 2011), students were categorized into non-problematic, risky, and addicted users. Psycho-social problems (SDQ; Goodman, 1997), perceived stress (PSS; Cohen, Kamarck & Mermelstein, 1983), coping strategies (BriefCOPE; Carver, 1997), and Average Revenue per (Paying) User (ARPU) were investigated as dependent variables. Furthermore, an industry classification (Freeloaders, Minnows, Dolphins, and Whales) for free-to-play gamers was used for additional relations regarding IGD, SDQ, PSS, BriefCOPE, and ARPU. Results Among free-to-play gamers the prevalence of IGD amounted to 5.2%. Subjects classified with IGD displayed higher psycho-social symptoms than non-problematic users, reported higher degrees of perceived stress, and applied dysfunctional coping strategies more frequently. Additionally, we found a higher ARPU among subjects with IGD. Conclusion ARPU is significantly associated with IGD. Whales share significant characteristics with addicted video gamers; Dolphins might be classified as risky consumers; Minnows and Freeloaders are rather non-pathological gamers. Vulnerability for stress, dysfunctional coping, and free-to-play gaming represent an unhealthy combination.
تدمد: 0306-4603
الوصول الحر: https://explore.openaire.eu/search/publication?articleId=doi_dedup___::e7909e30d6449f37fa842f8132f56868Test
https://doi.org/10.1016/j.addbeh.2016.03.008Test
حقوق: CLOSED
رقم الانضمام: edsair.doi.dedup.....e7909e30d6449f37fa842f8132f56868
قاعدة البيانات: OpenAIRE