Scott E. Caplan

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The paper presents results from an exploratory study that: (1) developed a theory-based measure of PIU and (2) administered the instrument to a sample of undergraduate students to assess the associations among PIU and several psychosocial variables including, depression, self-esteem, loneliness, and shyness. A new instrument, the Generalized Problematic(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)
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 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 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)
Several hypotheses regarding the importance of gender and relationships were tested by combining a large survey dataset with unobtrusive behavioral data from 1 year of play. Consistent with expectations, males played for achievement-oriented reasons and were more aggressive, especially within romantic relationships where both partners played. Female players(More)
This paper reports the results of a controlled field experiment in which voice communication was introduced into an existing online community (online gaming guilds within the popular game ‘‘World of Warcraft’’), comparing a mix of voice and text with text only. Quantitative results suggest increases in liking and trust due to the addition of voice, as well(More)