The Differences of Addiction Triggers Between Massive Multiplayer Video game and Multiple User Site

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 The Differences of Addiction Triggers Between Substantial Multiplayer Online Game and Variable User Website Essay

Abstract:

This daily news proposes research propositions to examine on MMOG and MUD harmful habits based on their particular causes – flow express and interpersonal interaction. Nevertheless previous research relate MMOG addictions to Internet habits based on social interactions, this study after examining the underlying theories of Use and Gratification The- ory and Flow Theory concludes that what cause MMOG dependency is movement experience not social connection. On the other hand, the reason for MUD dependency is social interaction. After proposing the propositions of MUD and MMOG habit causes, this study gives possible effects of this kind of addictions depending on the reasoning between the two theories and two casino game addictions.

Agenda

Introduction........................................................................................................................................ fifty four Current Status of Online Game Addictions.............................................................................................. fifty four Massive Multi-user Online Game (MMOG)............................................................................................... 54 Multi-user Dimension (MUD)................................................................................................................. 55 Use and Satisfaction Theory and dirt.................................................................................................. 55 Stream Theory and MMOG....................................................................................................................... 55 The Common Element between DIRT and MMOG: Interaction..................................................................... 56 The Commonality between Make use of and Satisfaction Theory and Flow Theory................................................ 58 Likely Impacts of MUD and MMOG Habits..................................................................................... 58 A conclusion......................................................................................................................................... 59 Authors:

Jengchung V. Chen, Ph. G.:

• Organization and contact address: Institute of Telecommunications Supervision, National Cheng Kung School, Taiwan

• Mobile phone, email and personal homepage: (608)467-0158 (SkypeIn),

[email protected] ncku. edu. tw

Yangil Park, Ph level. D.

• Business and speak to address: Section of Information Devices, University of Wisconsin – La Discussion, USA

• Phone, email and private homepage: (608)785-6657, park. [email protected] edu

IRIE

International Report on Information Ethics Vol. some (12/2005)

Jengchung V. Chen and Yangil Area:

The Differences of Dependency Causes among Massive Multi-player Online Game and Multi Consumer Domain fifty four Introduction

Since the Net and other IT technologies possess

are more popular than in the past, the amount

of time persons spend with computers and IT prod-

ucts, just like Internet and online games, features in-

creased tremendously. There is no doubt that Inter-

net and online games have made enormous contri-

butions to the computer and IT industry, and that

they have afflicted positively in the way of their

rapid creation and expansion. However , it can do

not really mean that Internet and free online games always

influence people and culture in a confident manner.

This newspaper introduces, first, the current circumstance of

Internet and online game make use of and its negative

affects. The next section describes both the popular

kinds of free games, Massive Multi-user Online

Game (MMOG) and Multi-user Domain (MUD), and

the ways through which they are comparable and different. The

doing well section appears further in the factors that

trigger these distinctions by using Make use of and Gratifica-

tion theory and Circulation theory. Ideas for re-

search propositions and possible effects of such

gameplay addictions will be proposed towards the end of

the article.

Current...

Recommendations: Choi, M., Kim, M. (2004). So why People Always

Play Online Games: Searching for Critical Design and style

Csikszentmihalyi, M. (1975). Beyond boredom and

anxiety: The experience of play at work and

Cummins, N. (2002). Integrating e-commerce and

online games

Young, T. S. (1996). Internet addiction: The

beginning of a new clinical disorder

International Report on Information Values Vol. some (12/2005)

Eskelinen, Meters. (2001). Toward computer game

studies

Finn, S. (1997). Origins of media coverage: Linking

personality traits to TV, the airwaves, print, and film

Griffiths, Meters. D. (2004). Online laptop gaming; a

comparison of adolescent and adult gamers

Project. Retrieved May 10, 2004 by

http://www.pewinternet.org/pdfs/PIP_Communi

Mithra, G. (1980). twelve ways to damage a perfectly

good game idea

Montgomery, H., Sharafi, P., & Hedman, M. R.

(2004)

Morris, M. & Ogan, C. (1996). The Internet as a

mass channel

pp. 39-50.

Nua Internet Surveys (2002)

Retrieved April 1, 2005 coming from

http://www.nua.ie/surveys/how_many_online/

Rubin, A. Meters. (1983). Tv uses and gratifica-

tions: The communications of looking at patterns and

Sangwan, S. (2005). Virtual community success: A

uses and gratifications perspective

Sherry, J. L. (2004). Movement and multimedia enjoyment.

Communication Theory, 14(4), pp

Schramm, Watts., Lyle, T., & Parker, E. (1961). Televi-

sion in the lives of our kids

je. Gathered April 20, 2005 from

http://www.lupa.cz/clanek.php3?show=2525

Young, K. S i9000. (1996). Internet addiction: The emer-

gence of any new clinical disorder

Retrieved April doze, 2004 from

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