Abstract
Massively multiplayer online role-playing games (MMORPGs) have gained increased popularity over the last decade. Despite the many positives of gaming, alleged problems relating to MMORPG playing have emerged, more specifically in relation to addiction to MMORPGs among a small minority of players. This study set out to establish the prevalence of MMORPG addiction using validated addiction criteria. Factors relating to online gaming were examined to establish whether they were linked to MMORPG addiction. A self-selected sample of 1420 gamers ranging in age from 12 years to 62 years (mean age 23 years) completed an online questionnaire. The results showed that 44.5% of gamers were classified as addicted according to the polythetic format and 3.6% according to the monothetic format. Ordered logistic regression analysis showed that the variable years of gaming, total time spent playing online per week and employment status can have a major impact on the probability of MMORPG addiction. The implications of these findings for the assessment of MMORPG addiction are discussed.
Notes
1. The Welch–Satterthwaite t-test was reported throughout the analysis because of unequal group sizes.
2. The logarithm of total time was used because the variable was skewed. The logarithmic transformation produces a model in which the time effect has a proportional rather than additive effect.
3. Many gamers have more than one avatar/character in a MMORPG. The highest level in the majority of MMORPGs is usually 80.