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Firth J, Torous J, López-Gil JF, Linardon J, Milton A, Lambert J, Smith L, Jarić I, Fabian H, Vancampfort D, Onyeaka H, Schuch FB, Firth JA. From "online brains" to "online lives": understanding the individualized impacts of Internet use across psychological, cognitive and social dimensions. World Psychiatry 2024; 23:176-190. [PMID: 38727074 PMCID: PMC11083903 DOI: 10.1002/wps.21188] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 05/13/2024] Open
Abstract
In response to the mass adoption and extensive usage of Internet-enabled devices across the world, a major review published in this journal in 2019 examined the impact of Internet on human cognition, discussing the concepts and ideas behind the "online brain". Since then, the online world has become further entwined with the fabric of society, and the extent to which we use such technologies has continued to grow. Furthermore, the research evidence on the ways in which Internet usage affects the human mind has advanced considerably. In this paper, we sought to draw upon the latest data from large-scale epidemiological studies and systematic reviews, along with randomized controlled trials and qualitative research recently emerging on this topic, in order to now provide a multi-dimensional overview of the impacts of Internet usage across psychological, cognitive and societal outcomes. Within this, we detail the empirical evidence on how effects differ according to various factors such as age, gender, and usage types. We also draw from new research examining more experiential aspects of individuals' online lives, to understand how the specifics of their interactions with the Internet, and the impact on their lifestyle, determine the benefits or drawbacks of online time. Additionally, we explore how the nascent but intriguing areas of culturomics, artificial intelligence, virtual reality, and augmented reality are changing our understanding of how the Internet can interact with brain and behavior. Overall, the importance of taking an individualized and multi-dimensional approach to how the Internet affects mental health, cognition and social functioning is clear. Furthermore, we emphasize the need for guidelines, policies and initiatives around Internet usage to make full use of the evidence available from neuroscientific, behavioral and societal levels of research presented herein.
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Affiliation(s)
- Joseph Firth
- Division of Psychology and Mental Health, University of Manchester, Manchester Academic Health Science Centre, Manchester, UK
- Greater Manchester Mental Health NHS Foundation Trust, Manchester Academic Health Science Centre, Manchester, UK
| | - John Torous
- Division of Digital Psychiatry, Department of Psychiatry, Beth Israel Deaconess Medical Center, Harvard Medical School, Boston, MA, USA
| | - José Francisco López-Gil
- One Health Research Group, Universidad de las Americas, Quito, Ecuador
- Department of Environmental Health, T.H. Chan School of Public Health, Harvard University, Boston, MA, USA
| | - Jake Linardon
- School of Psychology, Deakin University, Geelong, VIC, Australia
| | - Alyssa Milton
- Central Clinical School, Faculty of Medicine and Health, University of Sydney, Sydney, NSW, Australia
- Australian Research Council, Centre of Excellence for Children and Families over the Life Course, Sydney, NSW, Australia
| | | | - Lee Smith
- Centre for Health Performance and Wellbeing, Anglia Ruskin University, Cambridge, UK
| | - Ivan Jarić
- Laboratoire Ecologie, Systématique et Evolution, Université Paris-Saclay, Gif-sur-Yvette, France
- Biology Centre, Czech Academy of Sciences, České Budějovice, Czech Republic
| | - Hannah Fabian
- Division of Psychology and Mental Health, University of Manchester, Manchester Academic Health Science Centre, Manchester, UK
| | - Davy Vancampfort
- Department of Rehabilitation Sciences, KU Leuven, Leuven, Belgium
- University Psychiatric Center, KU Leuven, Leuven, Belgium
| | - Henry Onyeaka
- Department of Psychiatry, Massachusetts General Hospital, Boston, MA, USA
| | - Felipe B Schuch
- Department of Sports Methods and Techniques, Federal University of Santa Maria, Santa Maria, Brazil
- Institute of Psychiatry, Federal University of Rio de Janeiro, Rio de Janeiro, Brazil
- Institute of Health Sciences, Universidad Autônoma de Chile, Providência, Chile
| | - Josh A Firth
- Department of Biology, University of Oxford, Oxford, UK
- School of Biology, University of Leeds, Leeds, UK
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Cook CL, Tang SYC, Lin JHT. Comparing shades of darkness: trolling victims' experiences on social media vs. online gaming. Front Psychol 2023; 14:1163244. [PMID: 37674743 PMCID: PMC10478268 DOI: 10.3389/fpsyg.2023.1163244] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/10/2023] [Accepted: 08/02/2023] [Indexed: 09/08/2023] Open
Abstract
Although there is ample literature available on toxicity in games, as there is regarding trolling on social media, there are few to no cross-platform studies on toxicity and trolling. In other words, the extant literature focuses on one platform at a time instead of comparing and contrasting them. The present work aims to rectify this gap by analyzing interviews from a larger study of 22 self-proclaimed victims of in-game trolling to not only determine whether social media or gaming communities are considered more toxic but also to explore how definitions of the word 'trolling' change depending on the platform in question. We found that while definitions of in-game trolling behavior focused on behavioral styles of trolling (e.g., throwing one's avatar into enemy fire to disadvantage one's team, and blocking other players' avatars' movement), social media trolling is defined by more sinister actions such as misinformation spreading and 'canceling' other users. We also found that gaming is perceived as generally more toxic than social media, often due to company policies or lack thereof. Practical and theoretical implications for the study of toxicity in all online communities - gaming or social-media based - are discussed.
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Affiliation(s)
- Christine L. Cook
- International College of Innovation, National Chengchi University, Taipei, Taiwan
| | - Simon Y.-C. Tang
- College of Communication, National Chengchi University, Taipei, Taiwan
| | - Jih-Hsuan Tammy Lin
- College of Communication, National Chengchi University, Taipei, Taiwan
- Department of Advertising, National Chengchi University, Taipei, Taiwan
- Taiwan Institute for Governance and Communication Research, Taipei, Taiwan
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Meriläinen M, Ruotsalainen M. The light, the dark, and everything else: making sense of young people's digital gaming. Front Psychol 2023; 14:1164992. [PMID: 37388650 PMCID: PMC10306168 DOI: 10.3389/fpsyg.2023.1164992] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/13/2023] [Accepted: 05/19/2023] [Indexed: 07/01/2023] Open
Abstract
Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature in both the research and the public discussion of youth digital gaming. In this qualitative study, we draw from a thematic analysis of the experiences of 180 game players in Finland, aged 15-25 years. Utilizing the digital gaming relationship (DGR) theory, we explore how different aspects of gaming actualize in their lives, and how different features of gaming culture participation come together to form their experience. We contend that framing gaming as a balancing act between beneficial and detrimental obscures much of the complexity of young people's gaming, reinforces a partially false dichotomy, and overlooks young people's agency. Based on our results, we suggest alternative approaches that help reduce and avoid these problems.
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Affiliation(s)
| | - Maria Ruotsalainen
- Department of Music, Art and Culture Studies, University of Jyväskylä, Jyväskylä, Finland
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Saura JR, Palacios-Marqués D, Ribeiro-Soriano D. Privacy concerns in social media UGC communities: Understanding user behavior sentiments in complex networks. INFORMATION SYSTEMS AND E-BUSINESS MANAGEMENT 2023. [PMCID: PMC10008070 DOI: 10.1007/s10257-023-00631-5] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/14/2022] [Revised: 11/10/2022] [Accepted: 11/14/2022] [Indexed: 03/14/2024]
Abstract
In a digital ecosystem where large amounts of data related to user actions are generated every day, important concerns have emerged about the collection, management, and analysis of these data and, according, about user privacy. In recent years, users have been accustomed to organizing in and relying on digital communities to support and achieve their goals. In this context, the present study aims to identify the main privacy concerns in user communities on social media, and how these affect users’ online behavior. In order to better understand online communities in social networks, privacy concerns, and their connection to user behavior, we developed an innovative and original methodology that combines elements of machine learning as a technical contribution. First, a complex network visualization algorithm known as ForceAtlas2 was used through the open-source software Gephi to visually identify the nodes that form the main communities belonging to the sample of UGC collected from Twitter. Then, a sentiment analysis was applied with Textblob, an algorithm that works with machine learning on which experiments were developed with support vector classifier (SVC), multinomial naïve Bayes (MNB), logistic regression (LR), random forest, and classifier (RFC) under the theoretical frameworks of computer-aided text analysis (CATA) and natural language processing (NLP). As a result, a total of 11 user communities were identified: the positive protection software and cybersecurity and eCommerce, the negative privacy settings, personal information and social engineering, and the neutral privacy concerns, hacking, false information, impersonation and cookies data. The paper concludes with a discussion of the results and their relation to user behavior in digital environments and an outline valuable and practical insights into some techniques and challenges related to users’ personal data.
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Kim J, Lee D, Lee S, Kim E, Oh S. Reinforcing Relationships Between Gaming Disorder and Aggression and Intrusive Parenting Across 4 Years. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2023; 26:106-113. [PMID: 36716200 DOI: 10.1089/cyber.2022.0101] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/31/2023]
Abstract
Adolescent gaming disorder is associated with aggressive tendencies and parenting styles; however, few studies have examined the reinforcing spiral patterns between aggression or intrusive parenting and long-term gaming disorder across several years. Thus, we investigated the reciprocal relationships between aggression and gaming disorder and between intrusive parenting and gaming disorder among Korean adolescents (n = 801, mean age at T1 = 13.39 years old) using an annual five-wave longitudinal study design. The results of the autoregressive cross-lagged analyses showed that gaming disorder and aggression were reinforced across 4 years (five waves) among male adolescents. However, these reinforcing spiral effects were not found in female adolescents. More intrusive parenting showed reinforcing patterns with more gaming disorder in both male and female adolescents in early-to-middle adolescence. These findings suggest that interventions for gaming disorder need to involve monitoring the ways in which gaming disorder and adolescents' aggression affect each other in addition to regulating parents' degree of control.
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Affiliation(s)
- Jueun Kim
- Department of Psychology, Chungnam National University, Daejeon, South Korea
| | - Dojin Lee
- Department of Psychology, Chungnam National University, Daejeon, South Korea
| | - Sunmin Lee
- Department of Psychology, Chungnam National University, Daejeon, South Korea
| | - Esther Kim
- Department of Psychology, Chungnam National University, Daejeon, South Korea
| | - Sangeun Oh
- Department of Psychology, Chungnam National University, Daejeon, South Korea
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Srivastava G, Bag S, Rahman MS, Pretorius JHC, Gani MO. Examining the dark side of using gamification elements in online community engagement: an application of PLS-SEM and ANN modeling. BENCHMARKING-AN INTERNATIONAL JOURNAL 2022. [DOI: 10.1108/bij-03-2022-0160] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
PurposeThe negative influence of gamification on online communities has received little attention in the available literature. The study examines the adverse effects of gamification during engaging in online communities.Design/methodology/approachGap-spotting methods were used to develop the research questions, followed by model development using the social exchange and social-network theories. Data were collected from 429 samples. The study applied partial least squares structural equation modeling to test the research hypotheses followed by ANN application.FindingsThe study identified five factors related to gamification that have a significant adverse effect on the mental and emotional well-being of the users. Furthermore, the results of PLS-SEM were then compared through an artificial neural network (ANN) analytic process, revealing consistency for the model. This research presents a theoretical contribution by providing critical insights into online gamers' mental and emotional health. It implies that gamification can even bring mental and emotional disturbance. The resulting situation might lead to undesirable social consequences.Practical implicationsThe result highlights the managerial and social relevance from the perspective of a developing country. As respondents are becoming more engrossed in online gaming, managers and decision-makers need to take preventive measures to overcome the dark side of online gaming.Originality/valueThe present study shows that the dark side of gamification has some adverse effects on human mental and emotional health. The study's findings can be used to improve gamification strategies while engaging online communities.
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Analysis of the coexistence of gaming and viewing activities in Twitch users and their relationship with pathological gaming: a multilayer perceptron approach. Sci Rep 2022; 12:7904. [PMID: 35551493 PMCID: PMC9098150 DOI: 10.1038/s41598-022-11985-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/06/2022] [Accepted: 05/03/2022] [Indexed: 11/24/2022] Open
Abstract
The enormous expansion of the video game sector, driven by the emergence of live video game streaming platforms and the professionalisation of this hobby through e-sports, has spurred interest in research on the relationships with potential adverse effects derived from cumulative use. This study explores the co-occurrence of the consumption and viewing of video games, based on an analysis of the motivations for using these services, the perceived positive uses, and the gamer profile. To that end, a multilayer perceptron artificial neural network is developed and tested on a sample of 970 video game users. The results show that the variables with a significant influence on pathological gaming are the motivation of a sense of belonging to the different platforms, as well as the positive uses relating to making friends and the possibility of making this hobby a profession. Furthermore, the individual effects of each of the variables have been estimated. The results indicate that the social component linked to the positive perception of making new friends and the self-perceived level as a gamer have been identified as possible predictors, when it comes to a clinical assessment of the adverse effects. Conversely, the variables age and following specific streamers are found to play a role in reducing potential negative effects.
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Cabeza-Ramírez LJ, Sánchez-Cañizares SM, Fuentes-García FJ, Santos-Roldán LM. Exploring the connection between playing video games and watching video game streaming: Relationships with potential problematic uses. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2021.107130] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/27/2022]
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Au CH, Ho KKW, Law KMY. The bright and dark of consumers’ online brand defending behaviors: exploring their enablers, realization, and impacts. JOURNAL OF ORGANIZATIONAL COMPUTING AND ELECTRONIC COMMERCE 2021. [DOI: 10.1080/10919392.2021.1949192] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
Affiliation(s)
- Cheuk Hang Au
- Department of Information Management, National Chung Cheng University, Chiayi, Taiwan
| | - Kevin K. W. Ho
- School of Business & Public Administration, University of Guam, Guam, USA
| | - Kris M. Y. Law
- School of Engineering, Deakin University, Melbourne, Australia
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Russo PA, Duradoni M, Guazzini A. How self-perceived reputation affects fairness towards humans and artificial intelligence. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106920] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/23/2022]
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Attitudes toward School Violence against LGBTQIA+. A Qualitative Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph182111389. [PMID: 34769905 PMCID: PMC8583536 DOI: 10.3390/ijerph182111389] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 09/11/2021] [Revised: 10/20/2021] [Accepted: 10/27/2021] [Indexed: 11/21/2022]
Abstract
School climate is one of the main concerns in terms of research and intervention worldwide. Although it can be directed toward any student, some groups seem to be more vulnerable, as is the case of the LGBTQIA+ (lesbian, gay, bisexual, transgender, queer and intersex +) students, among others. Attitudes toward violence are a construct of particular importance for action plans focused on improving school coexistence. The aim of this study is to examine attitudes toward school violence against LGBTQIA+ students and their relationship with violent behaviors. For this purpose, 96 Spanish students of Spanish elementary education (PE) and compulsory secondary education (CSE) participated in this qualitative study through focus groups for its subsequent thematic analysis. The results identify four types of attitudes toward violence, such as the use of violence as a form of fun, to feel better, when it is perceived as legitimate, and as a way of relating to the LGBTQIA+ community. In addition, a greater number of negative attitudes and violent behaviors toward homosexual boys and transgender minors are observed.
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The one-and-a-half sided parasocial relationship: The curious case of live streaming. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100150] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022] Open
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Tomei A, Studer J, Gmel G. Prosocialness in young males with substance and behavioral addictions. J Behav Addict 2021; 10:327-337. [PMID: 34191744 PMCID: PMC8996797 DOI: 10.1556/2006.2021.00035] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/29/2020] [Revised: 02/23/2021] [Accepted: 05/15/2021] [Indexed: 11/25/2022] Open
Abstract
BACKGROUND AND AIMS Social determinants are closely related to addiction, both as a cause and a consequence of substance use and other addictive behaviors. The present paper examines prosocialness (i.e. the tendency to help, empathize, and care for others) among a population of young males. We compared prosocialness across different types of addiction and examined whether prosocialness varied according to the presence of multiple addictions. METHODS A sample of 5,675 young males, aged 19-29 years old (Mean = 21.4; Median = 21), completed a questionnaire that included screening tools to identify addictive behaviors with regards to alcohol, nicotine, cannabis, gambling, and gaming. The questionnaire also included a scale to measure prosocialness. RESULTS Compared to a no-addiction control group, the subgroups of young men suffering from behavioral addictions (i.e., gambling and gaming) reported the lowest levels of prosocialness. Respondents with an alcohol addiction also showed lower prosocialness compared to no-addiction controls. By contrast, no significant differences in prosocialness were found between respondents with nicotine disorder or cannabis disorder and the no-addiction controls. Furthermore, the number of addictions had no clear, observable effects on prosocialness. Significant differences were found between the no-addiction control group and the groups reporting one or more addictions, but not between the separate groups reporting one, two, and three or more addictions. DISCUSSION AND CONCLUSIONS A better understanding of the social dimension affecting young males with addiction, particularly gambling and gaming addictions, may be useful for their prevention and treatment.
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Affiliation(s)
- Alexander Tomei
- Addiction Medicine, Department of Psychiatry, Lausanne University Hospital and University of Lausanne, Rue du Bugnon 23, CH – 1011Lausanne, Switzerland,Corresponding author. E-mail:
| | - Joseph Studer
- Addiction Medicine, Department of Psychiatry, Lausanne University Hospital and University of Lausanne, Rue du Bugnon 23, CH – 1011Lausanne, Switzerland
| | - Gerhard Gmel
- Addiction Medicine, Department of Psychiatry, Lausanne University Hospital and University of Lausanne, Rue du Bugnon 23, CH – 1011Lausanne, Switzerland,Research Department, Addiction Switzerland, Lausanne, Switzerland,Centre for Addiction and Mental Health, Institute for Mental Health Policy Research, Toronto, ON, Canada,Department of Health and Social Sciences, University of the West of England, Bristol, UK
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Abstract
With the advent of digital games came the advent of gamer cultures and identities. A “gamer” became a new social first for the group of individuals who played video games (primarily in arcades) in the late 1970’s. Over time, however, gamer cultures have grown into what is largely discussed as “toxic cultures,” and come to become more associated with exclusion than inclusion if you don’t fit a certain mold. Despite its prevalence, deviant behaviors in games as a subject of academic study is a confusing space, with different researchers using different criteria to describe the same things. This article provides the first comprehensive cataloging and overview of dark participation in games. This includes defining these behaviors, cataloging their variants, and discussing their social and psychological impact and their potential underpinnings. It is critical to establish a shared language about what these behaviors are in order to effectively understand and combat them.
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Affiliation(s)
- Rachel Kowert
- Independent Researcher, Take This, Seattle, WA, United States
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Perasso G, Carone N, Lombardy Group 2014 HBISAC, Barone L. Written and visual cyberbullying victimization in adolescence: Shared and unique associated factors. EUROPEAN JOURNAL OF DEVELOPMENTAL PSYCHOLOGY 2020. [DOI: 10.1080/17405629.2020.1810661] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
Affiliation(s)
- Giulia Perasso
- Department of Brain and Behavioural Sciences, Lab on Attachment and Parenting – LAG, University of Pavia, Pavia, Italy
| | - Nicola Carone
- Department of Brain and Behavioural Sciences, Lab on Attachment and Parenting – LAG, University of Pavia, Pavia, Italy
| | | | - Lavinia Barone
- Department of Brain and Behavioural Sciences, Lab on Attachment and Parenting – LAG, University of Pavia, Pavia, Italy
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Cary LA, Axt J, Chasteen AL. The interplay of individual differences, norms, and group identification in predicting prejudiced behavior in online video game interactions. JOURNAL OF APPLIED SOCIAL PSYCHOLOGY 2020. [DOI: 10.1111/jasp.12700] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
Affiliation(s)
- Lindsey A. Cary
- Department of Psychology University of Toronto Toronto ON Canada
| | - Jordan Axt
- Department of Psychology University of Virginia Charlottesville VA USA
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Dahabiyeh L, Najjar MS, Agrawal D. The effect of risk levels on technology adoption decision: the case of online games. INFORMATION TECHNOLOGY & PEOPLE 2020. [DOI: 10.1108/itp-09-2019-0455] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
PurposeInformation technology is associated with psychological and physical risks such as high stress levels and antisocial behavior. The purpose of this paper is to understand why people engage in technology risk behavior, despite the negative consequences that might follow. Focusing on online games, this study identifies factors that affect individuals' intention to play online games and investigate whether the effects of these factors differ across different risk levels.Design/methodology/approachExperimental design was used as the research methodology. Subjects were randomly assigned to a single treatment with two conditions: high and low risk scenarios. A total of 597 responses were analyzed to test the research hypotheses.FindingsThe research findings reveal that subjective norms, curiosity and playfulness have a positive effect on the intention to play online games, while critical mass has no effect on the intention decisions. Further, among the three significant constructs, playfulness turned out to be the only factor that is affected by risk levels.Research limitations/implicationsThis study extends prior literature on technology adoption by examining the effect of different risk levels on adoption intention decisions. It further extends prior literature on online games by identifying the factors that drive individuals to play games while accounting for the risks associated with playing these games.Practical implicationsThe research study identifies factors that should be taken into consideration when promoting the adoption of technologies, including online games.Originality/valueThis study offers a new understanding of technology adoption decisions that takes into account the different levels of risk associated with technology use. It shows that an individual's curiosity and the pressure emanating from one's social network are powerful behavior drivers that persist regardless of the level of risk. Further, this research study is among the first to apply categorical least squares methodology combined with a procedure for a moderated structural equation model to test a structural equation model with categorical multiplicative terms in LISREL.
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