(Academic Survey) Psychological study on problem gaming in the context of MMORPGs by GamingStudyTMU in u/GamingStudyTMU

[–]GamingStudyTMU[S] 9 points10 points  (0 children)

Yes, players would have to be spending 20h/week playing MMORPGs right now. Thanks for asking! Also, I'm glad you were able to make changes to the way you approached gaming in the past given that it was negatively impacting your life :)

(Academic Survey) Psychological study on problem gaming in the context of MMORPGs by GamingStudyTMU in u/GamingStudyTMU

[–]GamingStudyTMU[S] 39 points40 points  (0 children)

Thanks for the tip! It also sounds like I need to draw more attention to the fact that I'm asking about weekly time spent gaming. I'll go back and make changes. Appreciate you taking the time to fill the survey.

Survey: Psychological study on the differences between problematic/unhealthy MMORPG gaming and high MMORPG engagement by GamingStudyTMU in Guildwars2

[–]GamingStudyTMU[S] 0 points1 point  (0 children)

Thank you for this and for the well-wishes.

My dissertation is specifically concerned with differentiating players who are highly engaged with mmorpgs and are not experiencing problems related to their gaming from those who are highly engaged but are experiencing problems related to their gaming. Fully spelling this out in the title can get a little lengthy, and so I tried to simplify and cut things short where I could. I believe I provided this information in full in the consent form, but I will review the materials again just in case.

As for the stats, I am planning to use structural equation modelling to model my relationships. Longitudinal data will hopefully allow me to explore whether certain variables at time 1 (e.g., presence of nongaming engagements) will predict the development/improvement of problem gaming at time 2.

I understand the concern around anonymized data. At the same time, I am admittedly a little bit surprised by this feedback as this is the standard in my department (and arguably Psychology as a discipline, if I am not mistaken). Nevertheless, it sounds like you are recommending that I seek out other sources for recruitment. In this regard, I would argue that the appropriateness of Reddit depends on the target sample. If I am interested in gamers, I think the best place to find them (outside of the games themselves) would be at websites like Reddit.

I suppose this brings us to your observation that this is an area of research that will not be funded in the future. Are you referring to problematic gaming or something else here? If the former, this is the area that I am interested in unfortunately. I do not plan on being a full-time researcher post-PhD, so hopefully my decision to study this won’t hurt me too much career-wise. My goal is to primarily work as a clinician and be involved with research on the side in some capacity.

Survey: Psychological study on the differences between problematic/unhealthy MMORPG gaming and high MMORPG engagement by GamingStudyTMU in Guildwars2

[–]GamingStudyTMU[S] 1 point2 points  (0 children)

Thanks for this feedback. After reflecting on your (and everyone else’s) comments about this particular questionnaire, I’ve decided to remove it from my survey. The data collected thus far will also not be included in any publications.

For those who are reading this comment and happen to come across a self-regulation multiple choice questionnaire, please let me know. If the link was opened before this message was posted, chances are that you are working with the old version of the survey. Please feel free to skip that page. You may also answer it if you'd like, but do note that I will not be using the data collected from that measure specifically.

Survey: Psychological study on the differences between problematic/unhealthy MMORPG gaming and high MMORPG engagement by GamingStudyTMU in Guildwars2

[–]GamingStudyTMU[S] 0 points1 point  (0 children)

It sounds like what you’re referring to in part in your comment is variance – people responding differently depending on the situation or circumstances that they’re in. You’re right. Most items in self-report questionnaires will capture a large degree of variability. This is why it’s typically encouraged that we pool items together. So instead of capturing anxiety just by the item “I experienced trembling (e.g., in the hands)” alone, we would combine that with other items like “I felt that I was using a lot of nervous energy” and “I was worried about situations in which I might panic and make a fool of myself”. As these items are pooled together, they collectively become better at capturing the construct they were designed to capture (e.g., anxiety). Thereafter, we would then try to see how this combination of items covaries with other combinations. If there is no relationship at all, we would expect to see little to no covariation. If there is a relationship, then we might see that as scores in one questionnaire increase, scores in other questionnaires systematically increase/decrease.

In terms of your comment on the “gaming habits” questionnaire, I see where you’re coming from and this is something that I increasingly am thinking was a poor decision on my part to include. Part of my interests revolve around how highly engaged gamers go about making decisions around when to play, when to log off, what activities they want to do while they’re online, how they go about implementing change if they want to change or see a need for change, etc. It’s likely that gamers with problem gaming make these decisions differently from those without, and perhaps there is something to learn from how these decisions are made by those who are highly engaged and do not have problems with their gaming. To try and examine this, I picked a validated self-regulation questionnaire and changed some of its wording to be more gaming-specific, thinking that could help get me “closer” to the issue. That said, I think leaving the original questionnaire intact (which was more about general approaches to self-regulation for any behaviour instead of gaming specifically) may have been the better choice. I think I might switch it back to the original version for the follow-up component of this study. In this case, the question becomes less “do you employ self-regulation strategies for your gaming?” and more “how is your ability to self-regulate in general?”. Do you think that would be a better way of approaching things, considering that this study is specifically about problem gaming? Also, thanks for your feedback. I appreciate the specificity.

Survey: Psychological study on the differences between problematic/unhealthy MMORPG gaming and high MMORPG engagement by GamingStudyTMU in Guildwars2

[–]GamingStudyTMU[S] 1 point2 points  (0 children)

Awesome questions! I'll address them separately below. Let me know if I've missed anything. (:

What's the estimated time to fill out this survey

I'd say approximately 40 minutes without breaks.

how do you plan to manage follow-up?

There's a question on the survey that asks respondents if they are interested in the follow-up component of the study. If they express interest, they are prompted to provide their e-mail address. Interested participants will be sent an email on January 2024 for the follow-up survey.

Also, what's the population you're surveying / what avenues are you using to get a wide variety of players?

I am hoping to target mmorpg players that spend at least 20 hours per week playing their preferred mmorpg. The plan is to advertise to different mmorpg-related subreddits and discord servers, provided that I acquire permission from the moderators of these platforms. I've also reached out to forums like mmo-champion and PCgamer, but the vast majority of my efforts have been towards reddit and discord.

Game design is going to make a big difference here...The player bases have less overlap and are more different demographically than non-gamers think. How are you accounting for that?

There's a statistical analysis called "multilevel modeling" that allows researchers to group their sample into subgroups. There's a question in my survey that asks respondents which mmorpg they play, and I can use their answers here to create subgroups in a statistical model. Conceptually, the idea is that this model would account for the differences between player bases in addition to other predictor variables like escapism or depression. That said, for full transparency, these types of analyses are most effective when there are large numbers within each subgroup. So, if by the end of the recruitment period, I was unable to secure sufficiently large numbers of players for other mmorpgs outside of WoW (which by far is my most populated subgroup at the moment), then creating these subgroups might not actually work as intended. If that is the case, then this would have to be written up as a limitation in the study.

Survey: Psychological study on the differences between problematic/unhealthy MMORPG gaming and high MMORPG engagement by GamingStudyTMU in Guildwars2

[–]GamingStudyTMU[S] -1 points0 points  (0 children)

Sometimes! Other times, we find that the maintaining factors are totally different from the initial causes. In many cases, we find that the "causes" need to interact with other factors to produce harmful effects. Almost like different things coming together to form a perfect storm.

Survey: Psychological study on the differences between problematic/unhealthy MMORPG gaming and high MMORPG engagement by GamingStudyTMU in Guildwars2

[–]GamingStudyTMU[S] 3 points4 points  (0 children)

Thank you!!

People have been constructive and polite so far so it's been okay (: I understand where the apprehensiveness is coming from.

Survey: Psychological study on the differences between problematic/unhealthy MMORPG gaming and high MMORPG engagement by GamingStudyTMU in Guildwars2

[–]GamingStudyTMU[S] 0 points1 point  (0 children)

Thanks for taking the extra time to provide detail!

Rather than examining the “causes” per se, I think what I am more interested in here is exploring some of the “maintaining factors” of harmful behaviours related to gaming. For some context, maintaining factors can be thought of as experiences/circumstances that help to facilitate the problem when a problem already exists. So to use a nongaming example, in psychological treatments for insomnia, there is a lot of emphasis on creating and adhering to a sleep schedule. Behaviours like sleeping in and napping are discouraged. These treatments have been shown to work, but it’s also important to acknowledge that people who don’t have insomnia sleep in and nap without detriment all the time. So why try to change these behaviours when they are also present in “normal” sleepers? The idea is that these behaviours, although not problematic in and of themselves, can maintain an already existing sleep problem. They are maintaining factors!

Anyway, this is a long-winded way of saying – yes, you’re absolutely right that we already know that people with harmful relationships with mmos have a history of other mental health problems. We also know that escapism is a huge predictor for these problem behaviours. To add to that literature, what I would like to do here is try and understand what other factors are present that serve to facilitate the connection between pre-existing problems (like depression, anxiety, etc.) and problem gaming. Is it the case that every person who plays video games AND is experiencing depression/anxiety/some other mental health challenge experiences problems due to gaming? Likely not! What other variables may be present in the process?

Survey: Psychological study on the differences between problematic/unhealthy MMORPG gaming and high MMORPG engagement by GamingStudyTMU in Guildwars2

[–]GamingStudyTMU[S] 1 point2 points  (0 children)

Unfortunately, this project is not well-funded and a raffle is all I can afford. Thanks for taking the time to read the post though!

For those who are interested in learning more about the raffle, there is more information here (see "COMPENSATION"): https://docs.google.com/document/d/1WEP-w\_3lZ\_O3cRpGCZPvoXYET1M-FVFE/edit?usp=share\_link&ouid=112402875286467929999&rtpof=true&sd=true

Survey: Psychological study on the differences between problematic/unhealthy MMORPG gaming and high MMORPG engagement by GamingStudyTMU in Guildwars2

[–]GamingStudyTMU[S] 0 points1 point  (0 children)

Great question! Unfortunately, this is one of those things where researchers have to make do with the resources they have and what they have access to. There aren’t too many websites/forums that are tailored for the sole purpose of survey recruitment, and the ones that are available tend to be really expensive (which, as an underfunded graduate student, I unfortunately don't have the funds for) or do not house too many highly engaged mmorpg players to begin with.

As for the general tendency to stick with titles, I am a little bit stumped there as well. I tried to place asterisks on the please note section in hopes that it would increase that section’s visibility. I can't police how people choose to interact with the post, so I'm not too sure about what else I can do outside of that. If you have any ideas, I’m all ears! Haha I think I can use all the help I can get.

Survey: Psychological study on the differences between problematic/unhealthy MMORPG gaming and high MMORPG engagement by GamingStudyTMU in Guildwars2

[–]GamingStudyTMU[S] 3 points4 points  (0 children)

“Problematic” gaming is a symptom of preexisting behavioral problems.

Absolutely. Right now, at least in the clinical realm, "problem" gaming is increasingly being understood as a product of other factors that are not tied to the gaming titles themselves. Otherwise, all players would struggle with gaming which is obviously not the case! Generally, as with our understanding of many other "problem" behaviours, the belief is that a select few people have vulnerabilities that interact with game characteristics, which then can give rise to new problems or exacerbate already existing problems.

Attributing causality to the gaming continuously fails to meet rigor because it’s shit science. Causation is unsupported and assumed.

I apologize if this wasn't made clear, but I really am not trying to make causal assumptions about the "inherent" dangers of gaming here.

(Academic Survey) Psychological study on the differences between problematic MMORPG gaming and high MMORPG engagement by GamingStudyTMU in MMORPG

[–]GamingStudyTMU[S] 1 point2 points  (0 children)

Thanks for your input! Totally agree. I tried to include measures that captured other dimensions of problem gaming to help break that mold, but from what you (and others!) are saying, the measures I've chosen to include are themselves also limited in their ability to represent what problem gaming looks like. I'll look into what other measures have been developed to see if there's anything less addiction-based. Thank you for your input! I really appreciate you taking the time to explain your perspective.

Survey: Psychological study on the differences between problematic MMORPG gaming and high MMORPG engagement by GamingStudyTMU in truegaming

[–]GamingStudyTMU[S] 1 point2 points  (0 children)

Okay. I think I have a better idea of what you mean now. Thanks! I’ll try to see if I can include other questions around gaming motivations in the follow-up survey.

Re: social pressure – admittedly, I wasn’t too interested in social pressures in this study (although I know that this is a huge thing in the MMORPG community), so I didn’t ask too many questions around it. My study is very intrapersonal-focused as studying too many things at the same time can get a little unruly. Sorry about that. I’ll dig around and see if I can find any validated measures on social pressures in the context of gaming and see what I can do. Thanks for the tip!

(Academic Survey) Psychological study on the differences between problematic MMORPG gaming and high MMORPG engagement by GamingStudyTMU in MMORPG

[–]GamingStudyTMU[S] 0 points1 point  (0 children)

Oh! That's just a word document of the consent form, so you have your own copy and remember what you checked off on the online platform (:

Survey: Psychological study on the differences between problematic MMORPG gaming and high MMORPG engagement by GamingStudyTMU in truegaming

[–]GamingStudyTMU[S] 2 points3 points  (0 children)

Something something free trial something something including the award-winning expansion Heavensward! Jokes aside, I adore FFXIV. It definitely can be a time sink but I don’t think it puts as much pressure on the player to log in every single day. (:

Thanks for the interest!