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Online games have exploded in popularity, but for many researchers access to players has been difficult. The study reported here is the first to collect a combination of survey and behavioral data with the cooperation of a major virtual world operator. In the current study, 7,000 players of the massively multiplayer online game (MMO) EverQuest 2 were(More)
The model of problematic Internet use advanced and tested in the current study proposes that individuals' psychosocial well-being, along with their beliefs about interpersonal communication (both face-to-face and online) are important cognitive predictors of negative outcomes arising from Internet use. The study examined the extent to which social anxiety(More)
The current study examined problematic Internet use (PIU) among people who play MMO games and sought to determine whether aspects of the MMO experience are useful predictors of PIU. The study sought to determine whether game-related variables could predict PIU scores after accounting for their relationships with psychosocial well-being. Novel methods(More)
The model introduced and tested in the current study suggests that lonely and depressed individuals may develop a preference for online social interaction, which, in turn, leads to negative outcomes associated with their Internet use. Participants completed measures of preference for online social interaction, depression, loneliness, problematic Internet(More)
The present study hypothesized that two specific positive metacognitions about Internet use (i.e. the belief that Internet use is useful in regulating negative emotions and the belief that it affords greater controllability) mediate the association between emotional dysregulation and problematic Internet use (PIU). A total of 293 undergraduate university(More)