The dynamics of problematic gaming in e-sports through the lens of FIFA gaming

IF 1.9 3区 医学 Q2 SOCIAL ISSUES Addiction Research & Theory Pub Date : 2023-10-04 DOI:10.1080/16066359.2023.2264777
Samuel M. Tham, Kimberly Kelling
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Abstract

ABSTRACT-Purpose This research looks at the relationship between gamer roles, motivations, and their association with problematic gaming. Particularly, attitudes, flow, and sunk cost were explored within EA Sport’s FIFA, a popular eSports video game that features loot boxes. Loot boxes are purchases made within video games that yield random in-game items, akin to gambling. eSports are popular video games that have attracted fandom, spectators, and audiences often streamed online.Design/methodology This study conducted an online survey (n = 200) of FIFA gamers. Participants were screened to ensure they played FIFA’s Ultimate Teams game mode which features the predominant use of loot boxes.Findings Attitudes and flow predicted problematic gaming. Sunk cost was also found to be highly associated with problematic gaming. Importantly, two emergent gaming roles (manager and trader) were explored and discussed in this study. These roles that gamers adopt within the game are defined by gamer motivations. This provides knowledge regarding the impact of loot boxes and its association with problematic gaming.Practical implications The findings from this research suggest that the gamer roles of trader and manager in FIFA are dynamic, such that sunk cost is greater for those that lean more toward trading, which is associated with problematic gaming. Additionally, games like FIFA as an eSport may create a sense of normalcy for competitive online games that utilize gambling style mechanics.Keywords: Problematic gaminggaming disordersunk costloot boxgamer rolesaddiction AcknowledgementThe authors would like to thank Ellison Kelling and Gregory P. Perreault for their invaluable help in this research project.Ethical statementThis research has complied with the ethical guidelines set forth by Addiction Research & Theory.Disclosure statementNo potential conflict of interest was reported by the author(s).Data availability statementThe dataset for both the focus group and interview is stored on OSF and can be found at: https://osf.io/tbjdz/?view_only = 2b55b7435940428b8bc54407975c12b6Additional informationFundingThis work was supported by the University of Wisconsin Oshkosh Faculty Development Grant under Grant FDR1188.
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从《FIFA》游戏的角度分析电子竞技中存在问题的游戏动态
本研究着眼于玩家角色、动机及其与问题游戏之间的关系。特别是,我们在EA Sport的《FIFA》(游戏邦注:这是一款以战利品盒为特色的热门电子竞技电子游戏)中探索了态度、流程和沉没成本。战利品盒是在电子游戏中购买的随机物品,类似于赌博。电子竞技是一种流行的电子游戏,吸引了粉丝和观众,观众经常在线观看。本研究对200名《FIFA》玩家进行了在线调查。参与者被筛选,以确保他们玩《FIFA》的终极团队游戏模式,该模式主要使用战利品箱。态度和心流预测问题游戏。沉没成本也与问题游戏密切相关。重要的是,本研究探讨和讨论了两个新兴的游戏角色(经理和交易者)。玩家在游戏中扮演的角色是由玩家动机决定的。这提供了关于战利品箱的影响及其与问题游戏的关联的知识。这项研究的结果表明,玩家在《FIFA》中扮演的交易员和经理角色是动态的,比如那些更倾向于交易的人的沉没成本更高,这与有问题的游戏有关。此外,像《FIFA》这样的电子竞技游戏可能会为使用赌博风格机制的竞争性在线游戏创造一种常态感。关键词:问题游戏,游戏障碍,沉没成本,箱子游戏,角色成瘾作者要感谢Ellison Kelling和Gregory P. Perreault在这个研究项目中提供的宝贵帮助。伦理声明本研究符合成瘾研究与理论的伦理准则。披露声明作者未报告潜在的利益冲突。数据可用性声明焦点小组和访谈的数据集存储在OSF上,可在以下网站找到:https://osf.io/tbjdz/?view_only = 2b55b7435940428b8bc54407975c12b6额外信息资金本工作由威斯康星大学奥什科什学院发展基金在FDR1188下支持。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
5.40
自引率
6.90%
发文量
45
期刊介绍: Since being founded in 1993, Addiction Research and Theory has been the leading outlet for research and theoretical contributions that view addictive behaviour as arising from psychological processes within the individual and the social context in which the behaviour takes place as much as from the biological effects of the psychoactive substance or activity involved. This cross-disciplinary journal examines addictive behaviours from a variety of perspectives and methods of inquiry. Disciplines represented in the journal include Anthropology, Economics, Epidemiology, Medicine, Sociology, Psychology and History, but high quality contributions from other relevant areas will also be considered.
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