dc.contributor | Universitat Ramon Llull. Facultat de Psicologia, Ciències de l’Educació i de l’Esport Blanquerna | |
dc.contributor.author | Calvo, Fran | |
dc.contributor.author | Carbonell, Xavier | |
dc.contributor.author | Oberst, Ursula | |
dc.contributor.author | Fuster, Héctor | |
dc.date.accessioned | 2019-02-06T17:32:07Z | |
dc.date.accessioned | 2023-07-13T07:33:45Z | |
dc.date.available | 2019-02-06T17:32:07Z | |
dc.date.available | 2023-07-13T07:33:45Z | |
dc.date.issued | 2018 | |
dc.identifier.uri | http://hdl.handle.net/20.500.14342/1967 | |
dc.description.abstract | Background 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.extent | 10 p. | cat |
dc.language.iso | eng | cat |
dc.publisher | Akadémiai Kiadó | cat |
dc.relation.ispartof | Journal of Behavioral Addictions, 2018, Vol. 7, Núm. 3 | cat |
dc.rights | Attribution-NonCommercial 4.0 International | |
dc.rights | © L'autor/a | |
dc.rights.uri | http://creativecommons.org/licenses/by-nc/4.0/ | |
dc.source | RECERCAT (Dipòsit de la Recerca de Catalunya) | |
dc.subject.other | Adicció | cat |
dc.subject.other | Jocs de cartes | cat |
dc.subject.other | Autoestima | cat |
dc.subject.other | Adicció a Internet | cat |
dc.title | May the passion be with you: The addictive potential of collectible card games, miniatures, and dice of the Star Wars universe | cat |
dc.type | info:eu-repo/semantics/article | cat |
dc.type | info:eu-repo/semantics/publishedVersion | cat |
dc.rights.accessLevel | info:eu-repo/semantics/openAccess | |
dc.embargo.terms | cap | cat |
dc.identifier.doi | 10.1556/2006.7.2018.73 | cat |