The Faculty of the Psychology Department
Ateneo de Manila University
In Partial Fulfilment of the Requirements for the Degree
Bachelor of Science in Psychology
By:
John Reuben Ferrer
2012
Abstract
The researchers sought to determine the motivators behind sustaining and eventually quitting compulsive playing of MMORPGs. MMORPGs were operationalized as World of Warcraft and was used in exploring the social, behavioral, and humanistic motivators behind compulsive playing. An open-ended approach was utilized in interviewing six participants, all admitted to having played an average of at least 30 hours a week. Questions which encouraged them to describe their experience in sustaining and eventually giving up their compulsions gave the researchers a view of the totality of their experience. The responses were evaluated through the lens of the Thematic Analysis method. In evaluating their responses, social and humanistic themes encompassed both motivations to sustain and quit playing. For sustaining compulsive play, friendships, reinforcement of a gamer identity, achievement, and escape from reality were highlighted as recurring themes. For quitting, the themes of failure as well as friendship were identified as the primary motivation. The study builds on existing literature concerning video game compulsion but carries implications in understanding identity development, peer relationship, and coping amongst young people.
Table of Contents
Chapter I
Introduction…………………………………………………………………………..….…….1
Review of Related Literature………………………………………………….……....5 Video game compulsions: similarities with gambling………………………...5 Motivations towards Compulsion…………………………………..…………7 Behavioral Theories of Motivation towards
References: Video game compulsions: similarities with gambling Several studies have attempted to underline the gravity of compulsive video game playing by likening it to gambling addiction (Chamberlain, 2009; Hussein & Griffiths 2009; Tanner, 2007; Woods, 2007)