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The Differences of Addiction Causes Between Massive Multiplayer Online Game and Multi User Domain

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The Differences of Addiction Causes Between Massive Multiplayer Online Game and Multi User Domain
Abstract:
This paper proposes research propositions to study on MMOG and MUD addictions based on their causes – flow state and social interaction. Though previous studies relate MMOG addictions to Internet addictions based on social interactions, this study after examining the underlying theories of Use and Gratification The- ory and Flow Theory concludes that what cause MMOG addiction is flow experience not social interaction. On the other hand, the cause of MUD addiction is social interaction. After proposing the propositions of MUD and
MMOG addiction causes, this study provides possible impacts of such addictions based on the reasoning between the two theories and two online game addictions.
Agenda
Introduction ........................................................................................................................................ 54
Current Status of Online Game Addictions .............................................................................................. 54
Massive Multi-user Online Game (MMOG)............................................................................................... 54
Multi-user Dimension (MUD) ................................................................................................................. 55
Use and Gratification Theory and MUD .................................................................................................. 55
Flow Theory and MMOG ....................................................................................................................... 55
The Common Factor between MUD and MMOG: Interaction..................................................................... 56
The Commonality between Use and Gratification Theory and Flow Theory ................................................ 58
Possible Impacts of MUD and MMOG Addictions .....................................................................................58
Conclusions



References: Choi, D., Kim, J. (2004). Why People Continue to Play Online Games: In Search of Critical Design Csikszentmihalyi, M. (1975). Beyond boredom and anxiety: The experience of play in work and Cummins, N. (2002). Integrating e-commerce and games Young, K. S. (1996). Internet addiction: The emergence of a new clinical disorder International Review of Information Ethics Vol. 4 (12/2005) Eskelinen, M. (2001). Towards computer game studies Finn, S. (1997). Origins of media exposure: Linking personality traits to TV, radio, print, and film Griffiths, M. D. (2004). Online computer gaming; a comparison of adolescent and adult gamers Project. Retrieved May 10, 2004 from http://www.pewinternet.org/pdfs/PIP_Communi Mithra, P. (1980). 10 ways to destroy a perfectly good game idea Montgomery, H., Sharafi, P., & Hedman, L.R. (2004) Morris, M. & Ogan, C. (1996). The Internet as a mass medium pp.39-50. Nua Internet Surveys (2002) Retrieved April 1, 2005 from http://www.nua.ie/surveys/how_many_online/ Rubin, A.M. (1983). Television uses and gratifica- tions: The interactions of viewing patterns and Sangwan, S. (2005). Virtual community success: A uses and gratifications perspective Sherry, J.L. (2004). Flow and media enjoyment. Communication Theory, 14(4), pp Schramm, W., Lyle, J., & Parker, E. (1961). Televi- sion in the lives of our children je. Retrieved April 20, 2005 from http://www.lupa.cz/clanek.php3?show=2525 Young, K. S. (1996). Internet addiction: The emer- gence of a new clinical disorder Retrieved April 12, 2004 from

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