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dc.contributorUniversitat Ramon Llull. Facultat de Psicologia, Ciències de l’Educació i de l’Esport Blanquerna
dc.contributor.authorCalvo, Fran
dc.contributor.authorCarbonell, Xavier
dc.contributor.authorOberst, Ursula
dc.contributor.authorFuster, Héctor
dc.date.accessioned2019-02-06T17:32:07Z
dc.date.accessioned2023-07-13T07:33:45Z
dc.date.available2019-02-06T17:32:07Z
dc.date.available2023-07-13T07:33:45Z
dc.date.issued2018
dc.identifier.urihttp://hdl.handle.net/20.500.14342/1967
dc.description.abstractBackground and aims: In recent years, we have witnessed a growing research interest in behavioral addictions and in pleasurable behaviors that generate a certain discomfort in the people who engage in them. The objective of this study was to assess if users of collectible card games, miniatures, and dice from the Star Wars Universe Games (SWUG) may also present criteria of addiction and if the presence of these criteria is related to demographic variables, game-playing habits, and other variables. Methods: SWUG players were contacted through specialized gaming chats, and 218 of them completed the Internet Gaming Disorder Scale – Short Form (IGDS-SF9), a scale that assesses motivation to engage in the game (Massively Multiplayer Online Motivations Scale), the Rosenberg Self-Esteem Questionnaire, the Diener Satisfaction with Life Scale, and a question for the self-assessment of addiction. Results: Significant predictors of addictive symptoms were the motivation to seek dissociation and (negatively) self-esteem. Users more significantly dedicate indirect hours to the game (thinking about the game, preparing material, etc.) than to actually playing. No participant could be considered pathologically addicted, as no one scored above the tentative cut-off point of the IGDS-SF9. Discussion and conclusions: Despite the fact that many players considered themselves “addicted” and some presented various economic and family problems related to their activity, it was found that playing these games could not be equated to true addictive behavior, since no player had scores above the cut-off point. This finding contributes to current discussions about the tendency to overestimate excessive pleasurable behaviors.
dc.format.extent10 p.ca
dc.language.isoengca
dc.publisherAkadémiai Kiadóca
dc.relation.ispartofJournal of Behavioral Addictions, 2018, Vol. 7, Núm. 3ca
dc.rightsAttribution-NonCommercial 4.0 International
dc.rights© L'autor/a
dc.rights.urihttp://creativecommons.org/licenses/by-nc/4.0/
dc.sourceRECERCAT (Dipòsit de la Recerca de Catalunya)
dc.subject.otherAdiccióca
dc.subject.otherJocs de cartesca
dc.subject.otherAutoestimaca
dc.subject.otherAdicció a Internetca
dc.titleMay the passion be with you: The addictive potential of collectible card games, miniatures, and dice of the Star Wars universeca
dc.typeinfo:eu-repo/semantics/articleca
dc.typeinfo:eu-repo/semantics/publishedVersionca
dc.rights.accessLevelinfo:eu-repo/semantics/openAccess
dc.embargo.termscapca
dc.identifier.doihttps://doi.org/10.1556/2006.7.2018.73


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