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.
[H.sub.6]: Self-reactive outcome expectations will be positively
related to deficient self-regulation of video game consumption.
Social Cognitive Perspective of Flow Experience
Flow is a concept that has been proposed to explain enjoyable
experiences that can be produced from one's immersive engagement in
everyday activities. Defined as "the holistic sensation that people
feel when they act with total involvement" (Csikszentmihalyi, 1975,
p. 36), flow is described as a psychological state in which an
individual experiences a feeling of transcendence, or oneness, with
one's activity so that nothing else seems to matter
(Csikszentmihalyi, 1990). When people are in the flow state, they are so
intensely focused on their present activity that they lose reflective
self-consciousness, feel in control of their environment, sense merging
of their actions and awareness, experience temporal distortion, and are
intrinsically rewarded by the activity they are engaged in
(Csikszentmihalyi, 1975). In this process, they continue to seek more
complex challenges and perfect their skills during their course of
action and, thus, their awareness and motivation of the performance
become their activity, which eventually becomes an end in and of itself
(Csikszentmihalyi, 1988). Flow has been applied to understanding media
consumption behavior in a variety of interactive media environments
(Ghani & Deshpande, 1994; Hoffman & Novak, 1996; Koufaris, 2002;
Novak & Hoffman, 1997; Trevino & Webster, 1992; Webster,
Trevino, & Ryan, 1993).
It has been suggested that flow experience instigates media users
to participate in media consumption repeatedly and excessively. Hoffman
and Novak (1996, p. 57) argued "flow is 'the glue'
holding people" in highly interactive mediated communication. In a
subsequent study, Novak and Hoffman (1997) applied the concept of flow
to Internet usage and found that users' flow experience was
significantly related to the frequency and duration of Web site visits,
promoting "stickiness" to their media consumption behavior.
Flow experience, often characterized as concentration and intrinsic
enjoyment, has been found to predict media usage (Ghani & Deshpande,
1994). Focused concentration positively influenced the overall
experience of computer users (Novak & Hoffman, 1997) and their
intentions to use a system repeatedly (Webster et al., 1993).
The relationship between flow experience and media usage can be
explained in social cognitive terms as well. Flow experiences provide
enjoyable activity incentives (cf. Bandura, 1986) that motivate media
consumption, video game usage in the present instance. For example,
either by directly experiencing pleasurable flow states while playing
video games themselves (enactive learning in social cognitive terms) or
by observing the flow states of others (vicarious learning) video game
players expect that the same enjoyable, immersive feelings of
"oneness" will be visited upon them the next time they play a
game. Further, video game players seek to fulfill their self-reactive
outcome incentives to regulate their psychological states through their
flow experiences. This assumption is consistent with Sherry's
(2004) idea that flow experience offers an opportunity to seek out
emotional pleasure, such as an escape to a fantasy, by both arousing and
relaxing media users.
Once the relationship between media usage and enjoyable
activity/self-reactive outcome incentives is well established through
repeated flow experiences over time, media consumers may gradually cease
to actively consider media consumption decisions. As a result, the
enjoyable activity incentive should directly cause repeated media
consumption that will lead to habit formation. Thus, flow experience
should be directly related to habit strength.
Individuals also lose reflective self-consciousness by applying
intense self-reactive incentives to their media behaviors through video
game-induced flow experiences. As individuals experience the flow
states, their self-regulation becomes deficient and the self-regulatory
functions of judgmental process and self-reactive influence cease to
moderate their gaming behavior. They thus become engaged/immersed in
media consumption much longer than originally planned because two
important mechanisms of self-regulation are temporarily disengaged. The
third subfunction of self-regulation, self-observation of behavior,
would seem to be also fully immobilized perhaps accounting for the
intensity of concentration and "oneness" of the flow
experience that temporarily blocks judgmental process and self-reactive
influence as well as awareness of the passage of time. Consequently,
garners may therefore fall into a pattern of mounting game consumption
and resort to the enjoyment of the flow experience to dissipate the
negative mood that follows from the harmful life consequences (e.g.,
flunking out of college) that are linked to excessive usage. Thus, the
following hypotheses are formally stated:
[H.sub.7]: Flow experience will be positively related to video game
habit strength.
[H.sub.8]: Flow experience will be positively related to deficient
self-regulation of video game consumption.
[H.sub.9]: Flow experience will be positively related to
self-reactive outcome expectations.
[H.sub.10]: Flow experience will be positively related to video
game usage.
The flow state is attained only when the level of congruence
between skill and challenge is above a certain threshold. As Ellis,
Voelkl, and Morris (1994, p. 338) put it, "flow results from
experience contexts characterized by a match between challenge and
skills only when both challenges and skills exceed the level that is
typical for the day to day experiences of the individual." Unless
the match reaches the "above-threshold" point, a person is not
motivated to become involved in the given activity, even if the
person's perceived skill and challenge are matched. If the match
lies below a person's typical level, then the person is likely to
be in a state of apathy (Csikszentmihalyi & Csikszentmihalyi, 1988).
Consequently, the best moment for the flow experience is realized when
one is intrinsically motivated to strive to achieve something active,
difficult, and worthwhile, not something passive, receptive, or relaxing
(Csikszentimihaly, 1990). Thus, only the optimal balance activates
intrinsic interests that require further concentration and involvement
to gratify individuals' internal goals for their activity. Because
video games are a highly active medium, requiring intense concentration
and physical activity (Dominick, 1984), as well as concrete goals, clear
feedback, and rich visual and aural information (Sherry, 2004), video
game play will continue only if the game players' effortful
involvement optimally matches the demanding levels of the contents of
the game. In this sense, the flow state should be understood as a
consequence of an optimal balance rather than a simple match between
skill and challenge in a given situation.
The balance of skill and challenge is encapsulated succinctly in
the social cognitive construct of self-efficacy, defined as
"beliefs in one's capabilities to organize and execute the
courses of action required to produce given attainments" (Bandura,
1997, p. 3). Thus, perceived skill may be equated with self-efficacy
(see Koufaris, 2002). Based on this reasoning, the following hypothesis
is stated:
[H.sub.11]: Those with high self-efficacy and high challenge will
be more likely to experience flow experience than all others with high
self-efficacy and low challenge, with low self-efficacy and high
challenge, and with low self-efficacy and low challenge.
In an attempt to test the direct and indirect relationships as
hypothesized above, this study proposed a structural model (See Figure
1) that integrates the underlying mechanisms of Bandura's (1991)
social cognitive theory of self-regulation and Csikszentmihalyi's
(1975)theory of flow experience. In the proposed model, video game use
was directly and indirectly affected by self-reactive outcome
expectations, habit strength, deficient self-regulation, flow
experience, and optimal balance between perceived self-efficacy and
perceived challenge.
[FIGURE 1 OMITTED]
Research Method
Respondents and Procedures
College students are an important population in studying video game
consumption behavior because they are not only the first generation of
home-console video game players (e.g., Nintendo/Super Nintendo, Sega
Genesis, Sony PlayStation, etc.) (Lucas & Sherry, 2004), but also
still enthusiastic gamers today. According to a Pew Internet &
American Life Project survey (2) (Jones et al., 2003), video games have
become a part of college life: nearly every college students had played
a video game (e.g., console, computer, online games, etc.) at some point
in their lives and about two out of three still play as a regular or
occasional game player in many accommodating settings of campus, such as
computer labs and dormitories. The same survey also reported that close
to half of the population agreed that gaming keeps them from studying
"some" or "a lot." Known to be more susceptible to
depression than other populations (Rich & Scovel, 1987), college
students themselves tend to have some characteristics that can provoke
particular risk to obtain excessive video game habits, which may often
stem from their tendency for unregulated "online" usage as
well as compulsive buying behavior (LaRose & Eastin, 2002). As such,
college students' video gaming is likely to tell much about
underlying socio-cognitive mechanisms of video game consumption
behavior.
A Web-based survey was employed for data collection. Respondents
were a sample of 538 college students enrolled in two undergraduate
communication and one advertising class at a large Midwestern
university. Initially, the sample consisted of 538 student respondents.
52% of them were male and 48% were female. However, 28% of the sample
(150 out of 538 respondents) reported that they did not play video
games, yielding a sample size of 388. The final sample of 388
respondents consisted of 59% male and 41% female. The sample was 33.2%
freshman, 22.4% sophomore, 28.1% junior, and 16.2% senior students with
a median age of 19 years. The average number of minutes spent on video
games in the typical weekday was reported to be 93 minutes (SD = 97.56),
and typical weekend day use was 109 minutes (SD = 112.02).
Operational Measures
Measures were adopted from previous research and modified to fit
the context of this research. Although each of the measures has been
used in previous studies, confirmatory factor analysis (CFA), guided by
Anderson and Gerbing's unidimensionality of the measurement scales
(1984, 1988), (3) was also performed to validate and refine the measures
by using established goodness of fit criteria (Kelloway, 1998; Kline,
1998), such as .8 or above for adjusted goodness-of-fit index (AGFI),
closer to 1.0 for comparative fit index (CFI), and less than or equal to
.08 for root mean square error of approximation (RMSEA). After the CFA
procedure, the multiple indicators of each construct were summed and
averaged to create each index. Finally, Cronbach's alpha ([alpha])
reliability coefficients were computed to assess the internal
consistency among the indicators in each construct. Table 1 shows the
results of CFA and reliability test with the means and standard
deviations of the scales and their component items.
Flow Experience. Flow experience was measured as a second-order
factor (4) using retrospective self-reports adapted from prior flow
research (e.g., Koufaris, 2002; Novak, Hoffman, & Yung., 2000). In
line with the previous self-report survey method, the present study used
the retrospective measures consisting of nine 7-point Likert-type items,
which captured three aspects of flow experience: enjoyment, merge of
action and awareness, and concentration in playing video games (see
Table 1). Factor loadings in CFA were found to be statistically
significant (p < .001) with a good model fit ([chi square] = 18.4, df
= 11, p = .073, AGFI = .969, CFI = .966, RMSEA = .042). (5) Cronbach
alpha coefficients were .86 for intrinsic enjoyment, .87 for merge of
action and awareness, and .87 for concentration.
Self-Reactive Outcome Expectations. Self-reactive outcome
expectations were measured with an additive index of five 7-point
Likert-type items, which assessed the degree to which respondents played
video games to regulate psychological state so that they can relieve
boredom, lessen loneliness, pass the time, or seek for an escape. (6)
These items are also shown in Table 1. Factor loadings in the CFA model
were found to be statistically significant (p < .001) with a good
model fit [chi square] = 8.0, df = 5, p = .158, AGFI = .976, CFI = .995,
RMSEA = .039). Cronbach alpha was .80 for self-reactive outcome
expectations.
Deficient Self-Regulation and Habit Strength. Deficient
self-regulation and habit strength initially consisted of 12 (6 items
for deficient self-regulation and 6 for habit strength) 7-point Likert
type-items. These items were adapted from prior research on Internet
consumption behavior (LaRose et al., 2003; LaRose & Eastin, 2004).
Although LaRose and Eastin (2004) made a clear distinction between
deficient self-regulation and habit strength using an exploratory factor
analysis, the present study performed a confirmatory factor analysis to
obtain more stringent discriminant validity between the two constructs.
Two theoretically distinctive factors were confirmed. (7) Factor
loadings in the CFA were found to be statistically significant (p <
.001) with a good fit of the two-factor model ([chi square] = 8.8, df =
8, p = .359, AGFI = .98, CFI = 1.00, RMSEA = .016). The relevant items
are shown in Table 1. Cronbach alpha coefficients were .88 for deficient
self-regulation and .88 for habit strength.
Perceived Self-Efficacy and Challenge. Optimal balance between
perceived self-efficacy and challenge was operationalized and measured
as a dichotomous dummy variable using the measures of perceived video
game self-efficacy and video game challenge. As where 7 was strongly
agree and 1 was strongly disagree, in the manner that is conceptualized
in Bandura (1986), and recommended and employed by LaRose et al. (2003),
video game self-efficacy was measured using an index of four (8) 7-point
Likert-type items, which assess respondents' perceived belief or
judgment in their capability to use skills for the particular course of
video gaming. Factor loadings in the CFA were found to be statistically
significant (p < .001) with a good fit of the model ([chi square] =
0.6, df= 2, p = .748, AGFI = .99, CFI = 1.00, RMSEA = .001). Video game
challenge was also measured using an index of three (9) 7-point
Likert-type items, 7 for strongly agree and 1 for strongly disagree,
which was adapted from prior flow research (e.g., Koufaris, 2002).
Cronbach alpha coefficients were .91 for video game self-efficacy (M =
5.22, SD = 1.26) and .86 for challenge (M = 3.78, SD = 1.52).
According to Massimini and Carli's (1988) conceptual flow
model, the starting point for flow experience lies above the personal
average of skills and challenges. Based on this conceptualization, the
present study created optimal balance between self-efficacy and
challenge as a dichotomous variable by assigning 1 to the survey
respondents who rated both perceived self-efficacy and challenge higher
than the median scores (5.50 for self-efficacy and 4.00 for challenge)
of the two variables (n =134, high self-efficacy/high challenge) and by
assigning zero to those who rated the two variables otherwise (n = 254,
other combinations of self-efficacy and challenge, such as high
self-efficacy/low challenge, low self-efficacy/high challenge, and low
self-efficacy/low challenge).
Video Game Usage. Video game usage was an additive three-item index
consisting of the number of minutes participants reportedly played video
games on a typical weekday, a typical weekend day, and the day previous
to the survey. Log10 (1 + value) transforms were applied to each value
prior to summing the items in the index because an inspection of the
distribution of these items scores was found to be skewed to the right
due to outliers. Cronbach alpha for the resulting composite index was
.67 (M = 4.08, SD = 1.72)
Data Analysis
First, Pearson product-moment correlations were calculated by SPSS
13. Then, with AMOS 5.0 using maximum likelihood estimation, a
path-analytic structural equation modeling technique was performed to
test the main 11 hypotheses in the proposed structural model while
controlling for the other variables. Although longitudinal data is
necessary to determine causality of the relationships, this analysis was
chosen not only to examine the direct and indirect relationships of the
hypotheses, but also to demonstrate whether or not the current data
support causal associations in the proposed model as theorized. Finally,
t tests were also performed to confirm the final hypothesis of this
study.
Results
Table 2 shows a matrix of Pearson product-moment correlation
coefficients. All variables were significantly correlated with all the
others.
However, the results of structural equation modeling indicate that
10 out of 11 hypotheses were supported (see Figure 2). Unlike the matrix
of Pearson correlation coefficients, flow experience did not emerge as a
significant predictor of video game usage ([beta] = .08, p > .10) in
the proposed structural model. (10) An inspection of the modification
indices also suggested an unexpected causal link from optimal balance
between video game self-efficacy and challenge to deficient
self-regulation in video game usage ([beta] = .23, p < .001). Thus,
the proposed model was revised and retested by deleting the
nonsignificant path from flow experience to video game usage and adding
the significant path from optimal balance to deficient self-regulation.
The revised model fits the data very well [chi square] = 18 .6, df= 14,
p = .179, AGFI = .969, CFI = .997, RMSEA = .029 (90% C.I: .001-.060).
The significant path coefficients in the final model are shown in Figure
2. From this final model, 51% of the total variance in video game use
was jointly explained by the causes specified in the final model.
Finally, t tests supported the final hypothesis that flow state is
more likely to be experienced when perceived self-efficacy is optimally
matched with perceived challenge. Compared to those with nonoptimal
balance in playing video games (M = 3.94, SD = 1.42 for enjoyment; M =
4.05, SD = 1.50 for merge of action and awareness; M = 4.43, SD = 1.40
for concentration), people with optimal balance rated their flow
experience significantly higher (M = 5.64, SD = 1.00, t(358.46) =
-13.42, p < .001 for enjoyment; M = 5.41, SD = 1.01, t(363.45)
=-10.6, p < .001 for merge of action and awareness; M = 5.62, SD =
1.04, t(321.88) = -9.0, p < .001 for concentration). The path
coefficient from optimal balance to flow experience also confirmed the
final hypothesis ([3 = .56, p < .001).
Discussion
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.).
In particular, Massive Multiplayer Online Role Playing Games
(MMORPGs) would seem to have a different profile of expected outcomes
than console-based games, engaging social interaction and status
incentives to a much greater degree than their offline counterparts. For
example, Voiskounsky, Mitina, and Avetisova (2004) investigated patterns
of the Multi-User Dimension (MUD) online game players' behavior and
found six dimensions of the behavioral patterns, such as flow
experience, achievement, activity/passivity, interaction, and
thoughtfulness/spontaneity. These findings may suggest that the various
genres differentially activate other types of expected outcome
expectations as well as different levels of flow experience that could
have differential effects on deficient self-regulation, habit strength,
and video game usage. Because different genres of video games often
require different types or levels of skills and challenges, future
research should explore the effect of flow experience on self-regulation
in video games across different genres of video games.
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Notes
(l) It excludes sales of DVDs and VCRs and rental and television
revenue.
(2) The survey consists of 1,162 students at 25 colleges and
universities.
(3) The primary principle is for each indicator to load on only one
construct because it allows the most unambiguous assignment of meaning
to the estimated constructs.
(4) The second-order factor model is a variation of factor analysis
that parallels the first-order factor model mathematically (Kline,
1998). In the present study, the single second-order latent factor of
flow experience accounts for the substantial covariation between the
three first-order latent factors of enjoyment, merge, and
concentrations.
(5) At first, the CFA test indicated that the overall
goodness-of-fit indices of the measurement model were not acceptable. In
respecifying the initial CFA model, two items were removed through
reference to standardized residuals, cross-loadings, and modification
indices as recommended by Hair, Anderson, Tatham, and Black