The video game has become one of the most popular and pervasive
forms of entertainment. On a regular basis, more than half of all
Americans age 6 and older play some form of electronic digital
interactive video games, including ones played in arcades, on handhelds,
on game consoles, on personal computers, and on the Internet. The
average game player is 33 years old and the average adult man and woman
players play 7.6 and 7.4 hours per week, respectively (Entertainment
Software Association, 2004). United States retail sales of video games,
including portable and console hardware, software and accessories,
reached $10.5 billion in 2005, surpassing motion-picture box-office
figures in consumer entertainment expenditures (1) (NPD Group, 2006).
This popularity is expected to increase as video games become equipped
with enhanced speed, more detailed graphics, and increased online
network functionality (Williams, 2002).
The popularity of video games is accompanied by social concerns
regarding excessive video game use, sometimes hyperbolically called
"video game addiction." Both popular and scholarly articles
drew attention to the problem of excessive video game consumption by
associating it with psychiatric conditions such as substance abuse
dependency (van Grinsven, 2003), the so-called addictive personality
(Griffiths & Dancaster, 1995), and pathological behavior (Fisher,
1994; Griffiths, 1992; Griffiths & Hunt, 1998; Phillips, Rolls,
Rouse, & Griffiths, 1995).
However, the term "addiction" is problematic,
particularly in understanding excessive media use. According to Shaffer,
Hall, and Vander Bilt (2000), addiction is a lay term rather than a
scientifically defined term, leading to the conceptual confusion
surrounding excessive media use. Similarly, Peele (1995) pointed out
that the term addiction may be abused in that it tends to generate a
sense of urgency about psychological problems with the (often
self-serving) purpose of alarming the lay public. Now leading media
addiction researchers have adopted the term "problematic"
media use (Caplan, 2005, p. 721; Kubey & Csikszentmihalyi, 2002, p.
74) in its stead. Many so-called media "addicts" would not be
clinically diagnosed as such because their usage, no matter how
excessive it might appear to the casual observer, did not have the dire
but necessary consequences of broken families or ended careers attached
to it (cf. Shaffer et al., 2000). And, many people overcome the symptoms
of media addiction without professional intervention (Hall &
Parsons, 2001).
LaRose, Lin, and Eastin (2003) argued that media addiction was
overstated and that in many cases its "symptoms" may be
understood as benign problems that are within the individual's
capability to correct rather than malignant problems requiring
professional intervention. Drawing on the social cognitive theory of
self-regulation (Bandura, 1991), they proposed a model of unregulated
media usage that ranges from normally impulsive media consumption
patterns to extremely problematic behavior. Unregulated media
consumption may affect any media user to some degree at various times,
and may become problematic even at relatively low absolute levels of use
while remaining unproblematic at high levels.
From this perspective, the present study explores socio-cognitive
mechanisms of self-regulation in a model of video game consumption
behavior. It extends previous research by integrating
Csikszentmihalyi's (1975) theory of flow experience, which has also
been proposed as an explanation of video game consumption (Sherry,
2004). By investigating the linkage between flow experience and
self-regulation in decision-making processes in media usage, this study
attempts to explicate sociocognitive media consumption mechanisms.
A Social Cognitive Perspective of Video Game Usage
Social cognitive theory is a comprehensive theoretical framework
for understanding human behavior. It offers an agentic perspective:
human agents intentionally make things happen through their actions by
exercising forethought, reflecting on their behavior, and applying
self-reactive motivating influences (Bandura, 2001). Social cognitive
theory highlights the self-regulatory mechanism through which
individuals observe their own behavior (self-observation), judge it in
relation to personal and social standard or norms (normative judgmental
process), and adjust their own behavior to environment by applying
self-reactive incentives (self-reactive influence) (Bandura, 1991).
Through the mechanism of self-regulation, individuals use their
self-regulatory capabilities to predict, control, and manage their own
behavior.
LaRose et al. (2003) conceptualized media attendance along a
continuum of unregulated media behavior that lies between normally
impulsive and problematically excessive consumption patterns. They
proposed deficient self-regulation and habit formation as failures in
normal self-regulation of media consumption behavior that often lead to
patterns of mounting usage. Unregulated media consumption behavior may
be initiated by individuals' conscious desire to regulate their
negative psychological states, such as stress, boredom, loneliness, or
the like. For example, stressed or bored people are likely to manage
their psychological states by playing video games. Such incentives to
initiate media consumption patterns parallel "pass time" and
"relieve boredom" gratifications in uses and gratifications
tradition. However, defining them instead as self-reactive outcome
expectations has improved both their conceptual clarity in
socio-cognitive terms and their explanatory power (LaRose & Eastin,
2004).
As individuals come to rely on their video game use to counter
their psychological states, they are likely to form habits, defined as
"situation-behavior sequences that are or have become automatic, so
that they occur without self-instruction" (Triandis, 1980, p. 204;
see also Bargh & Gollwitizer, 1994). Media habits may be established
by past thinking about outcome expectations-cum-gratifications
(Rosenstein & Grant, 1997; Stone & Stone, 1990). Through
repetition, media consumers become ever less conscious of expected
consequences of their media consumption and stop actively reasoning
about their media consumption patterns. Individuals become no longer
subject to active consideration and the performance of the media
behavior may then become a conditioned response triggered by a sensory
stimulus or a recurring situation, such as the sight of one's video
game console upon returning from class. Consequently, media consumption
patterns become automatic over time. Media habits thus may be regarded
as a failure of self-observation (LaRose & Eastin, 2004). From this
perspective, the automaticity (cf. Bargh & Gollwitzer, 1994) of
habitual media consumption may be distinguished from the so-called
ritualistic gratifications (Rubin, 1984) which still assume an active
media selection process (e.g., to gratify needs to pass the time).
Most media habits are subject to self-control; for example, readers
may curtail their morning newspaper "habit" if they notice
that they are late to work or if it detracts from family interaction
(e.g., Diddi & LaRose, 2006). Deficient self-regulation is defined
as a state in which self-control is diminished (LaRose et al., 2003).
Media consumers lose control of their habits and become deficient in
self-regulation when the other two subprocesses of self-regulation,
judgmental process and self-reactive influence, begin to fail. For
example, people no longer judge their behavior against acceptable
personal or social standards for "normal" amounts of game play
and no longer apply self-reactive influences, such as self-administered
rewards for moderating consumption or indulging feelings of guilt for
excessive play. This is likely to happen when media consumption becomes
a conditioned response to negative psychological states. If negative
life consequences of excessive consumption, such as playing games so
much that one flunks out of school, cause those negative moods, then a
downward spiral into what might truly be considered a video game
addiction, or more properly, problematic video game usage, may occur
(LaRose et al., 2003). Similarly, Lee and Perry (2004) found that
college students were more likely to be preoccupied with and lose
control of instant message software use as their self-regulation became
more deficient.
Although deficient self-regulation may deepen established media
habits, it may also help initiate them to have a direct influence on
media consumption. Impulsive thoughts, such as those triggered by the
excitement of the release of a new video game, may also overwhelm
one's judgment, self-reactive influences, and rational
consideration of the merits/expected outcomes/gratifications of the game
itself. In their study on the Internet, LaRose et al. (2003) found
significant relationships among self-reactive outcome expectations,
deficient self-regulation, habit strength, and Internet usage. Applying
this reasoning to the present context of video game usage, the following
hypotheses are proposed:
[H.sub.1]: Video game habit strength will be positively related to
video game usage.
[H.sub.2]: Deficient self-regulation of video game consumption will
be positively related to video game usage.
[H.sub.3]: Self-reactive outcome expectations will be positively
related to video game usage.
[H.sub.4]: Deficient self-regulation of video game consumption will
be positively related to video game habit strength.
[H.sub.5]: Self-reactive outcome expectations will be positively
related to video game habit strength.
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