title: Motivations to play specifically predict excessive involvement in massively multiplayer online role-playing games: evidence from an online survey.
abstract: BACKGROUND
  Several studies have linked massively multiplayer online role-playing games (MMORPGs) with possible problematic usage or internet addiction.
  
  
  OBJECTIVE
  The main goal of the present study was to assess links between motivations to play in MMORPGs and addictive involvement in such types of games.
  
  
  METHODS
  A total of 696 gamers responded to an online survey.
  
  
  CONCLUSIONS
  Five distinct motivations to play were identified in gamers: achievement, socializing, immersion, relaxing and escaping. Multiple regression analysis revealed that addictive MMORPG use patterns are predicted by achievement, escapism and socializing motives. Gender was also a significant predictor of problematic involvement in MMORPGs. Moreover, addictive MMORPG use positively correlated with the weekly time devoted to playing MMORPGs.
authors.affiliation: Geneva University Hospitals, University of Geneva, Switzerland.
authors.forename: Francesca
authors.initials: F
authors.lastname: Zanetta Dauriat
authors.forename: Ariane
authors.initials: A
authors.lastname: Zermatten
authors.forename: Joël
authors.initials: J
authors.lastname: Billieux
authors.forename: Gabriel
authors.initials: G
authors.lastname: Thorens
authors.forename: Guido
authors.initials: G
authors.lastname: Bondolfi
authors.forename: Daniele
authors.initials: D
authors.lastname: Zullino
authors.forename: Yasser
authors.initials: Y
authors.lastname: Khazaal
mesh_terms: D000293:Adolescent; D000328:Adult; D016739:Behavior, Addictive / Q000175:diagnosis / Q000523:psychology*; D005260:Female; D006306:Health Surveys / Q000379:methods; D006801:Humans; D020407:Internet; D007398:Interpersonal Relations; D008297:Male; D008875:Middle Aged; D009042:Motivation; D011237:Predictive Value of Tests; D012381:Role Playing; D018910:Video Games / Q000523:psychology*; D055815:Young Adult