Çankaya GCRIS Standart veritabanının içerik oluşturulması ve kurulumu Research Ecosystems (https://www.researchecosystems.com) tarafından devam etmektedir. Bu süreçte gördüğünüz verilerde eksikler olabilir.
 

The Relationship of Loot Box Engagement to Gender, Severity of Disordered Gaming, Using MMORPGs, and Motives for Online Gaming

dc.contributor.authorEvren, Cüneyt
dc.contributor.authorEvren, Bilge
dc.contributor.authorDalbudak, Ercan
dc.contributor.authorTopcu, Merve
dc.contributor.authorKutlu, Nilay
dc.date.accessioned2023-02-09T06:42:27Z
dc.date.available2023-02-09T06:42:27Z
dc.date.issued2021
dc.departmentÇankaya Üniversitesi, Fen - Edebiyat Fakültesi, Psikoloji Bölümüen_US
dc.description.abstractObjective: The main aim of the current study was to evaluate the relationship of loot box engagement to gender, disordered gaming, using massively multiplayer online role-playing games (MMORPGs), and motives for online gaming among young adults. Methods: The cross-sectional online study was conducted with 752 volun-teer participants in Turkey. The participants were assessed with the nine-item Internet Gaming Disorder Scale - Short Form (IGDS9-SF) and the Motives for Online Gaming Questionnaire (MOGQ). Results: The age of participants who engage with loot boxes (n=171, 22.7%) was lower than the group who do not engage with loot boxes (n=581, 77.3%). Also, of the male using microtransaction, buying games, time spent on the gaming, gaming more than usual on weekends, being an e-sport gamer and/or following e-sport, having problems related with gaming, using MMORPGs, the severity of IGD symptoms, and all six types of motives for online gaming were higher in the group who engage with loot boxes. Age at first gaming did not differ between the groups. In the logistic regression model, loot box engagement was related to the severity of disordered gaming, using MMORPGs and severities of skill development and competition motives for online gaming. Conclusion: These findings suggest that those who engage with loot boxes may be using MMORPGs more with the motives of skill development and competition and they may have higher severity of IGD symptoms. Thus, this group of gamers who engage with loot boxes should be considered as a risk group and interventions should particularly include these individuals.en_US
dc.identifier.citationEvren, Cüneyt...at all (2021). "The Relationship of Loot Box Engagement to Gender, Severity of Disordered Gaming, Using MMORPGs, and Motives for Online Gaming", PSYCHIATRY AND BEHAVIORAL SCIENCES, Vol. 11, No. 1, pp. 25-31.en_US
dc.identifier.doi10.5455/PBS.20200915101516
dc.identifier.endpage31en_US
dc.identifier.issn2636-834X
dc.identifier.issue1en_US
dc.identifier.startpage25en_US
dc.identifier.urihttps://hdl.handle.net/20.500.12416/6155
dc.identifier.volume11en_US
dc.language.isoenen_US
dc.relation.ispartofPSYCHIATRY AND BEHAVIORAL SCIENCESen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectDisordered Gamingen_US
dc.subjectGenderen_US
dc.subjectLoot Boxen_US
dc.subjectMMORPGsen_US
dc.subjectMotives for Online Gamingen_US
dc.titleThe Relationship of Loot Box Engagement to Gender, Severity of Disordered Gaming, Using MMORPGs, and Motives for Online Gamingtr_TR
dc.titleThe Relationship of Loot Box Engagement To Gender, Severity of Disordered Gaming, Using Mmorpgs, and Motives for Online Gamingen_US
dc.typeArticleen_US
dspace.entity.typePublication

Files

License bundle

Now showing 1 - 1 of 1
No Thumbnail Available
Name:
license.txt
Size:
1.71 KB
Format:
Item-specific license agreed upon to submission
Description: