A socio-cognitive model of video game
usage.
by Lee, Doohwang^LaRose, Robert
Consistent with prior research on Internet usage (LaRose et al.,
2003; LaRose & Eastin, 2004), the findings of the present study
highlight the importance of self-regulatory mechanisms in the
consumption of interactive media. That is, people tend to spend a
substantial amount of time playing video games because their video
gaming can provide self-reactive incentives to relieve boredom, lessen
loneliness, pass the time, or provide an escape. Further, people are
likely to engage in more video game playing by pursuing self-reactive
incentives, which not only promote the loss of self-control over their
media consumption but also trigger a repeated pattern of video game
play. Consequently, people are no longer responsive to active
consideration for their own video gaming and tend to play much longer
than originally intended.
This study also demonstrated that video game players' flow
experience instigated self-reactive outcome expectations. These in turn
fostered deficient self-regulation and habit strength, the two main
components of self-regulatory mechanisms. The findings also suggest that
video game players' flow experience is likely to promote the loss
of self-control. Thus, flow experience may not only activate
self-reactive outcome expectations but also may make video game
self-regulation less effective so that their video game consumption
becomes repetitive and out of control. The present research also
confirmed a basic tenet of the theory of flow experience: that the flow
state is more likely to be experienced when perceived self-efficacy is
optimally matched with perceived challenge.
[FIGURE 2 OMITTED]
The emergence of the unexpected causal path from optimal balance to
deficient self-regulation in the final path diagram may also suggest
that people are more likely to lose their self-control and continue
their game play to an excessive extent particularly when their gaming
skills optimally correspond to the level of the challenge of the video
game. This significant casual link may not be surprising because optimal
balance between self-efficacy and challenge can easily motivate players
to continue to engage in their gaming so that they can strive to achieve
self-administered reward for their performance. As such, optimally
balanced skills and challenge in video game play may not only contribute
to inducing flow experience, but also influence deficient
self-regulation directly. Thus, this significant path should be regarded
as a theoretical extension to the proposed model.
The present study also showed that video game players' flow
experience was positively correlated with the amount of video game
usage. However, the direct influence of flow experience on the amount of
video game usage was not evident in the proposed model. The null
relationship between flow experience and video game usage in the model
may counter the findings of several flow studies (e.g., Ghani &
Deshpande, 1994; Novak & Hoffman, 1997; Novak et al., 2000; Trevino
& Webster, 1992; Webster et al., 1993) all suggesting that flow
experience is directly related to the amount of time spent on media
consumption. However, none of the prior studies incorporated the full
range of variables found to predict media behavior here and so might
have misidentified flow experience as an important predictor of usage.
Another possible explanation for the lack of direct path from flow
experience to video game usage is that flow is so fleeting that it does
not directly affect overall amount of time spent on video games.
Instead, the flow state may only affect the duration of the play session
in which it is achieved. Perhaps players reinstate their self-control
over their video game play by restoring their self-observation,
normative judgment, and self-reactive influence between game playing
sessions. The temporary slip in self-control may be a temporary setback
brought about by strong situational inducements that are eventually
avoidable and alterable (Bandura, 1997).
People's ability to reinstate self-control to resist excessive
video game consumption was apparent. Among people who agreed with none
of the three addiction symptoms of the deficient self-regulation
measure, and thus fell well below the criterion of video game addiction,
there was still significant correlations between deficient
self-regulation and video game usage (r = .48, p < .001, n = 283).
This finding is consistent with LaRose et al.'s (2003) notion of
unregulated media use. Unlike the all-or-nothing phenomenon of media
addiction, deficient self-regulation was significantly related to media
usage within even a normal population. Further, only 10 out of 388 video
game players were possible "addicts" in this study, if one
follows a criterion for media addiction suggested by Shaffer et al.
(2000), in which harmful life consequences are a necessary condition.
This finding suggests that concern about video game addiction may be
exaggerated and that excessive video game play should be
self-correctable for most people.
The present socio-cognitive view of problematic video game use also
sheds light on the excessive use of traditional mass media, including
television (e.g., Kubey & Csikszentmihalyi, 2002), as well as other
interactive media in the Internet environment (e.g., Caplan, 2005; Diddi
& LaRose, 2006; LaRose et al., 2003; Lee & Perry, 2004). As
suggested in the present study, addictive television consumption
behavior also may be triggered by internal cues (e.g., boredom,
loneliness, or depression) and external cues (the sight of TV monitor or
remote control device, or the incessant barrage of sensory cues of TV
programs), which in turn promote TV viewers' self-reactive outcome
expectations to relieve or lessen the unpleasant moods, habitual pattern
of TV viewing, and loss of self-regulation over TV viewing. Parallel to
this view, mood management theory (Bryant & Zillmann, 1984;
Zillmann, 1988) also predicts that TV viewing is associated with
dysphonic moods, which is indicative of problematic TV consumption
behavior. Similarly, Anderson, Collins, Schmitt, and Jacobvitz (1996)
found that stress is significantly linked to TV addiction. Consequently,
TV viewing becomes rewarding itself by providing a means of escape from
unpleasant moods and TV viewers get into downward spirals of unregulated
media consumption behavior (LaRose et al., 2003).
Limitations
The present study employed a student sample that may be not
generalizable to other populations who have different levels of video
game usage and experience. However, the socio-cognitive mechanisms of
video game consumption behavior uncovered in the current college student
sample can be relevant for testing a nascent theoretical model,
particularly when addressing the underlying mechanisms of the emergent
media consumption behavior (Caplan, 2005; Pingree et al., 2001). As
video games become integrated into the daily life of college students
with new communication technologies (e.g., Jones et al., 2003), college
students can be a suitable audience for understanding problematic video
gaming habits that are an important conceptual issue of this study.
The self-reported recall measures of time spent playing video games
also may be a limitation of the present study. In the first Middletown
Studies, Papper, Holmes, and Popovich (2004) contended that self-report
measures of surveys and diaries were less accurate than direct
observations in reporting media use because people tend to underestimate
their media use when using the self-report measures. The combination of
the self-report measures and the direct observations could strengthen
the validity of the result in future research.
The present study implemented cross-sectional data which provided
limited support for the longitudinal assumption of the direct and
indirect relationships hypothesized in the proposed model. A future
study with a solid longitudinal design will be capable of demonstrating
how the relationships among the involved variables develop in long-term
processes of self-regulation in video game consumption behavior.
Suggestions for Future Research
The relationship between habit and deficient self-regulation should
be further investigated. The two constructs may be closely related
subdimensional indicators of an unobserved higher level of construct,
such as self-regulation. Further research should develop alternative
measures of deficient self-regulation and habit strength to achieve
better discriminant validity.
It also remains uncertain whether the relationships unobserved
(i.e., direct path between flow experience and usage) as well as
observed in this study can be found across categories of video games
(e.g., classic board game, action-adventure, role playing, puzzle, quiz,
racing, strategy, etc.). For example, Sherry et al. (2006) found three
underlying dimensions of video game genre preference (imagination,
traditional, and physical enactment games) which corresponded to
different types of gratification outcomes (e.g., social interaction,
status, novel sensory, pass time, etc.).
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