The attitudes, feelings and experiences of online gamers: a qualitative analysis

Hussain, Z. ORCID: 0000-0002-7678-6615 and Griffiths, M.D. ORCID: 0000-0001-8880-6524, 2009. The attitudes, feelings and experiences of online gamers: a qualitative analysis. CyberPsychology & Behavior, 12 (6), pp. 747-753.

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Abstract

The playing of massively multiplayer online role-playing games (MMORPGs) is now a highly popular leisure activity. The present study set out to explore the attitudes, experiences, and feelings of online gamers. The study entailed 71 interviews with online gamers (52 males, 19 females) from 11 different countries. Six main themes emerged from the analyses of the interview transcripts: (a) online gaming and integration into day-to-day lives; (b) online gaming, excessive play, and problems; (c) addiction; (d) psychosocial impact of online gaming; (e) online gaming, dissociation, and time loss; and (f) online gaming and the alleviation of negative feelings and mood states. These findings specifically showed how gamers used MMORPGs to alleviate negative feelings and provided detailed descriptions of personal problems that had arisen due to playing MMORPGs. The implications of these findings are discussed in relation to previous qualitative and quantitative research in the area.

Item Type: Journal article
Publication Title: CyberPsychology & Behavior
Creators: Hussain, Z. and Griffiths, M.D.
Publisher: Mary Ann Liebert
Date: 2009
Volume: 12
Number: 6
Identifiers:
NumberType
10.1089/cpb.2009.0059DOI
Rights: This is a copy of an article published in the CyberPsychology and Behavior © 2009 copyright Mary Ann Liebert, Inc.
CyberPsychology and Behavior is available online at: http://www.liebertonline.com.
Divisions: Schools > School of Social Sciences
Record created by: EPrints Services
Date Added: 09 Oct 2015 10:45
Last Modified: 23 Sep 2019 10:22
URI: https://irep.ntu.ac.uk/id/eprint/17709

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