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Personality Traits and Life Satisfaction Among Online Game Players

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Personality Traits and Life Satisfaction Among Online Game Players
CYBERPSYCHOLOGY & BEHAVIOR
Volume 11, Number 2, 2008
© Mary Ann Liebert, Inc.
DOI: 10.1089/cpb.2007.0023
Personality Traits and Life Satisfaction among
Online Game Players
LILY SHUI-LIEN CHEN, Ph.D.(C),1 HILL HUNG-JEN TU, Ph.D.,2 and EDWARD SHIH-TSE WANG, Ph.D.3
ABSTRACT
The DFC Intelligence predicts worldwide online game revenues will reach $9.8 billion by
2009, making online gaming a mainstream recreational activity. Understanding online game player personality traits is therefore important. This study researches the relationship between personality traits and life satisfaction in online game players. Taipei, Taiwan, is the study location, with questionnaire surveys conducted in cyber cafe shops. Multiple regression analysis studies the causal relationship between personality traits and life satisfaction in online game players. The result shows that neuroticism has significant negative influence on life satisfaction. Both openness and conscientiousness have significant positive influence on life satisfaction. Finally, implications for leisure practice and further research are discussed.
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INTRODUCTION
ONLINE GAME GLOBAL OUTPUT VALUE in 2006 reached US$5.2 billion and will reach $9.8 billion
2009, according to the DFC Intelligence forecast.1 The
Taiwan online game population accounts for 40% of all Internet users, exceeding 3 million according to the
Institute for Information Industry statistics. Over
450,000 users connect to Internet online games in Taiwan during peak hours, according to online game dealer figures, making online gaming a mainstream recreational activity.2 Online game market growth closely relates to broadband network popularization.
Future broadband globalizations will certainty affect real life with worldwide online game playing.
Most studies focus on online game manufacturers and consumer addiction. There is little research on personality trait and life satisfaction among online gamers. To compensate the



References: 1. FIND. (2007). Focus on internet news & data. www.find.org.tw/0105/news/0105_news_disp.asp? news_id 3316 (accessed June 2, 2007). 2. ECT. (2007). Electronic Commerce Times. http://v2. ectimes.org.tw/readpaper.asp?id 4234 (accessed June 2, 2007). 3. Costa PT, Jr, McCrae RR. (1989). The NEO-PI/NEO-FFI manual supplement 4. Costa P T, Jr, McCrae RR. (1992). Revised NEO Personality Inventory (NEO-PI-R) and NEO Five-Factor Inventory

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