2006
DOI: 10.1007/s11469-006-9028-6
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EverQuest—It’s Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction

Abstract: Over the last few years there has been an increasing interest in Massively Multiplayer Online Role-Playing Games (MMORPGs). These represent the latest Internetonly computer gaming experience consisting of a multi-player universe with an advanced and detailed world. One of the most popular (and largest) of these is Everquest. The data for this study were taken from a range of online gaming forums where individuals shared their experiences of playing EverQuest. Data were analyzed using interpretative phenomenolo… Show more

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Cited by 205 publications
(170 citation statements)
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“…Online gamers, especially those who played MMORPGs and virtual worlds, played for more hours per week and scored higher on problema c game behavior. This confirms earlier findings which showed that especially online games may be more problema c (Chappel, Eatough, Davies, & Griffiths, 2006;Grüsser et al, 2007;Porter, Starcevic, Berle, & Fenech, 2010). More research is needed on the mechanisms that may explain this increased risk.…”
Section: Discussionsupporting
confidence: 90%
See 1 more Smart Citation
“…Online gamers, especially those who played MMORPGs and virtual worlds, played for more hours per week and scored higher on problema c game behavior. This confirms earlier findings which showed that especially online games may be more problema c (Chappel, Eatough, Davies, & Griffiths, 2006;Grüsser et al, 2007;Porter, Starcevic, Berle, & Fenech, 2010). More research is needed on the mechanisms that may explain this increased risk.…”
Section: Discussionsupporting
confidence: 90%
“…It seems that online games, especially Massive Mul player Online Role Player Games (MMORPGs), are associated with problema c game behavior (Chappel, Eatough, Davies, & Griffiths, 2006;. Problema c online game use is a variant of problema c Internet use.…”
Section: Cogni Ve-behavioral Modelmentioning
confidence: 99%
“…Gamers who are showing problematic user patterns also show core features of addiction, including symptoms of withdrawal, craving and relapse as well as modifications of mood and the development of tolerance to the subject (Chappell et al 2006). In a sense, game developers are creating a "Skinner Box [that] is tailored to its host's needs and reinforcement schedule, and where individuals can interact with each other without sacrificing the integrity of their own construct."…”
Section: Rewardsmentioning
confidence: 99%
“…Thus, it is highly probable for these individuals to indulge in playing games to fill the deficiency in social ties. Particularly, playing online games is the best way to socialize and avoid feelings of loneliness for such individuals [45].…”
Section: Psychological Problem Factors: Loneliness and Depressionmentioning
confidence: 99%