TY - JOUR
T1 - Enjoyment not addiction
T2 - Attracting human players without fueling psychological addiction to computer games
AU - Teng, Ching I.
N1 - Publisher Copyright:
© 2025 The Author
PY - 2025/8
Y1 - 2025/8
N2 - Purpose: Game addiction creates health and social problems among players, leading to the following question: How can games attract players without fueling game addiction? This question has not been sufficiently answered in the literature because, theoretically, it has not included the carry-over effect of earlier game addiction. Additionally, methodologically, prior research has not included all possible correlations among the game experiences as the antecedents to addiction, indicating the possibility of mis-specifying addiction predictors. To address these gaps, our study built a model to explain how game loyalty, enjoyment, escapism, and immersion affect current game addiction and, importantly, considers the influence of earlier game addiction. Design/methodology/approach: The data were drawn from complete responses from 1026 players to two waves of surveys. The model was tested using structural equation modeling, which includes all the correlations among the game experiences, effectively overcoming the methodological challenges in the literature. Findings: Earlier game addiction was observed to have the greatest influence on current game addiction. Escapism and immersion fueled game addiction, whereas game loyalty did not. Surprisingly, enjoyment reduced game addiction. Originality/value: Our findings offer insights to game makers by envisioning that they focus on enjoyment and game loyalty, thus likely enhancing game sustainability in an ethical manner. Our model explained 53 % of the variance in current game addiction, indicating its relevance to players’ health and the sustainability of gaming systems. Caution should be taken, as the findings are based exclusively on a sample from Taiwan.
AB - Purpose: Game addiction creates health and social problems among players, leading to the following question: How can games attract players without fueling game addiction? This question has not been sufficiently answered in the literature because, theoretically, it has not included the carry-over effect of earlier game addiction. Additionally, methodologically, prior research has not included all possible correlations among the game experiences as the antecedents to addiction, indicating the possibility of mis-specifying addiction predictors. To address these gaps, our study built a model to explain how game loyalty, enjoyment, escapism, and immersion affect current game addiction and, importantly, considers the influence of earlier game addiction. Design/methodology/approach: The data were drawn from complete responses from 1026 players to two waves of surveys. The model was tested using structural equation modeling, which includes all the correlations among the game experiences, effectively overcoming the methodological challenges in the literature. Findings: Earlier game addiction was observed to have the greatest influence on current game addiction. Escapism and immersion fueled game addiction, whereas game loyalty did not. Surprisingly, enjoyment reduced game addiction. Originality/value: Our findings offer insights to game makers by envisioning that they focus on enjoyment and game loyalty, thus likely enhancing game sustainability in an ethical manner. Our model explained 53 % of the variance in current game addiction, indicating its relevance to players’ health and the sustainability of gaming systems. Caution should be taken, as the findings are based exclusively on a sample from Taiwan.
KW - Addiction
KW - Enjoyment
KW - Escapism
KW - Immersion
KW - Loyalty
KW - Online game
KW - Structural equation modeling
KW - Survey
UR - https://www.scopus.com/pages/publications/105012151926
U2 - 10.1016/j.chbr.2025.100757
DO - 10.1016/j.chbr.2025.100757
M3 - 文章
AN - SCOPUS:105012151926
SN - 2451-9588
VL - 19
JO - Computers in Human Behavior Reports
JF - Computers in Human Behavior Reports
M1 - 100757
ER -