Psychological predictors of problematic involvement in massively multiplayer online role-playing games: illustration in a sample of male cybercafé players.

@article{Billieux2011PsychologicalPO,
  title={Psychological predictors of problematic involvement in massively multiplayer online role-playing games: illustration in a sample of male cybercaf{\'e} players.},
  author={Jo{\"e}l Billieux and Julien P. Chanal and Yasser Khazaal and Lucien Rochat and P. Gay and Daniele Zullino and Martial van der Linden},
  journal={Psychopathology},
  year={2011},
  volume={44 3},
  pages={165-71}
}
BACKGROUND Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of players interact with one another in a persistent virtual world. MMORPGs can become problematic and result in negative outcomes in daily living (e.g. loss of control on gaming behaviors, compromised social and individual quality of life). The aim of the present study is to investigate psychological predictors of problematic involvement in MMORPGs. SAMPLING AND METHODS Fifty-four… CONTINUE READING
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