Addictive Use Due to Personality: Focused on Big Five Personality Traits and Game Addiction
This study examined whether big five personality traits
affect game addiction with control of psychological, social, and
demographic factors. Specifically, using data from a survey of 789
game users in Korea, we conducted a regression analysis to see the
associations of psychological (loneliness/depression), social (activities
with family/friends), self-efficacy (game/general), gaming (daily
gaming time/perception), demographic (age/gender), and personality
traits (extraversion, neuroticism conscientiousness, agreeableness, &
openness) with the degree of game addiction. Results showed that
neuroticism increase game addiction with no effect of extraversion on
the addiction. General self-efficacy negatively affected game
addiction, whereas game self-efficacy increased the degree of game
addiction. Loneliness enhanced game addiction while depression
showed a negative effect on the addiction. Results and implications are
discussed.
[1] E.J. Jeong, D.H. Kim, “Social Activities, Self-Efficacy, Game Attitudes,
and Game Addiction”, CyberPsychology, Behavior & Social Networking,
Mary Ann Liebert, 2011, Vol. 14, No. 4, pp. 213-221.
[2] E.A. Witt, A.J. Massman, L.A. Jackson, “Trends in youth’s video game
playing, overall computer use, and communication technology use”,
Computers in Human Behavior, 2011, Vol. 27, No. 2, pp. 763-769.
[3] N.M. Petry, C.P. O’brien, “Internet gaming disorder and the DSM-5.
Addiction”, Society for the Study of Addiction, 2013, Vol. 108, No. 7, pp.
1186-1187.[4] K.S. Young, “Understanding Online Gaming Addiction and Treatment
Issues for Adolescents.” The American Journal of Family Therapy,
Taylor & Francis Group, 2009, pp. 355-372.
[5] C. Liu, F.A. Kuo, “Study of Internet addiction through the lens of the
interpersonal theory”, CyberPsychology & Behavior, Mary Ann Liebert,
2007, Vol. 10, pp. 799–804.
[6] W. Peng, M. Liu, “Online gaming dependency: a preliminary study in
China”, & Behavior, Mary Ann Liebert, 2010, Vol. 13, pp. 329–333.
[7] R. Festl, M. Scharkow, and T. Quandt, “Problematic computer game use
among adolescents, younger and older adults. Addiction”, 2013, pp.
592-599.
[8] K.S. Young, “Caught in the Net: How to Recognize the Signs of Internet
Addiction – and a Winning Strategy for Recovery”, John Wiley & Sons,
Canada, 1998.
[9] W. Tan, C.Yang, “Personlaity trait predicts of usage of Internet services”,
2012 International Conference on Economics, Business Innovation, 2012,
Vol.38, pp. 185-190.
[10] Z.A.Samarein, N.S.Far, M.Yekleh, S.Tahmasebi, F.Yaryari, V.
Ramezani, and L. Sandi, “Relationship between personality traits and
internet addiction of students at Kharazmi University”, International
Journal of Psychology and Behavioral Research, 2013, Vol., 2 (1),
pp.10-17.
[11] Wang W, “Internet dependency and psychosocial maturity among college
students”, International Journal of Human-Computer Studies, 2001, Vol.
55(6), pp.919-938.
[12] S. Caplan, “Problematic Internet use and psychosocial well-being:
Development of a theory-based cognitive-behavioral measurement
instrument”, Computers in Human Behavior, 2001, Vol. 18, pp.553-75.
[13] R. S. Tokunaga, S. A. Rains, “An Evaluation of Two Characterizations of
the Relationships Between Problematic Internet Use, Time Spent Using
the Internet, and Psychosocial Problems”, Human Communication
Research, 2010, Vol.36, pp.512–545
[14] R. Larose, C.A. Lin, and M.S. Eastin, “Unregulated Internet usage:
Addiction, habit, or deficient self-regulation?” Media Psychology, 2003,
Vol. 5, pp. 225–253.
[15] J. Kim, R. Larose, and W. Peng“Loneliness as the cause and the effect of
problematic Internet use: The relationship between Internet use and
psychological well-being”, Cyberpsychology and Behavior, 2009, Vol.
12, pp.451–455.
[16] J.S. Lemmens, P.M. Valkenburg, and J. Peter, J, “Psychosocial causes
and consequences of pathological gaming”, Computers in Human
Behavior, 2001, Vol. 27(1), pp.144-152.
[17] R.A. Davis, R. A., “A cognitive-behavioral model of pathological Internet
use”, Computers in human behavior, 2001, Vol. 17(2), pp.187-195.
[18] M. Griffiths MD. “Internet addiction: Does it really exist?” In:
Gackenbach, J, eds. Psychology and the Internet: Intrapersonal,
interpersonal and transpersonal applications. New York: Academic Press,
1998, pp. 61-75.
[19] A. Bandura, “Self-efficacy: Toward a unifying theory of behavioral
change”, Psychological Review, 1977, Vol. 84(2), pp. 191-205.
[20] K. Kim, M. Yoo, and J. Lee, “Effects of Internet addiction on online and
offline interpersonal relationships”, Journal of Korean Child Studies,
2004, 25(2), pp. 109-20.
[21] R.C. Rose, “Expatriate performance in overseas assignments: The role of
Big Five Personality”, Asian Social Science, 2010, Vol. 6(9), pp.
104-113.
[22] Y.A. Hamburger, E. Ben-Artzi, “The relationship between extraversion
and neuroticism, and the different uses of the Internet”, Computers in
Human Behavior, 2000, Vol. 16(4), pp. 441-449.
[23] E. Collins, J. Freeman, “Do problematic and non-problematic video game
players differ in extraversion, trait empathy, social capital, and prosocial
tendencies?”, 2013, Computers in Human Behavior, Vol. 29,
pp.1933-1940.
[24] L.S. Radloff, “The CES-D scale: A self-report depression scale for
research in the general population”, Applied Psychological Measurement,
West Publishing, 1977, Vol. 1, No. 3, pp. 1-17.
[25] D. Russell, “UCLA Loneliness Scale (Version 3): Reliability, validity,
and factor structure”, Journal of Personality Assessment, Lawrence
Erlbaum Associates, 1996, Vol. 66, pp. 20-40.
[26] O.P. John, S. Srivastava. “The big five: History, measurement, &
development”, In: L.A. Pervin, O.P. John (eds.). Handbook of
Personality: Theory & Research. New York: Guilford Press. 1999, pp.
102-138.
[1] E.J. Jeong, D.H. Kim, “Social Activities, Self-Efficacy, Game Attitudes,
and Game Addiction”, CyberPsychology, Behavior & Social Networking,
Mary Ann Liebert, 2011, Vol. 14, No. 4, pp. 213-221.
[2] E.A. Witt, A.J. Massman, L.A. Jackson, “Trends in youth’s video game
playing, overall computer use, and communication technology use”,
Computers in Human Behavior, 2011, Vol. 27, No. 2, pp. 763-769.
[3] N.M. Petry, C.P. O’brien, “Internet gaming disorder and the DSM-5.
Addiction”, Society for the Study of Addiction, 2013, Vol. 108, No. 7, pp.
1186-1187.[4] K.S. Young, “Understanding Online Gaming Addiction and Treatment
Issues for Adolescents.” The American Journal of Family Therapy,
Taylor & Francis Group, 2009, pp. 355-372.
[5] C. Liu, F.A. Kuo, “Study of Internet addiction through the lens of the
interpersonal theory”, CyberPsychology & Behavior, Mary Ann Liebert,
2007, Vol. 10, pp. 799–804.
[6] W. Peng, M. Liu, “Online gaming dependency: a preliminary study in
China”, & Behavior, Mary Ann Liebert, 2010, Vol. 13, pp. 329–333.
[7] R. Festl, M. Scharkow, and T. Quandt, “Problematic computer game use
among adolescents, younger and older adults. Addiction”, 2013, pp.
592-599.
[8] K.S. Young, “Caught in the Net: How to Recognize the Signs of Internet
Addiction – and a Winning Strategy for Recovery”, John Wiley & Sons,
Canada, 1998.
[9] W. Tan, C.Yang, “Personlaity trait predicts of usage of Internet services”,
2012 International Conference on Economics, Business Innovation, 2012,
Vol.38, pp. 185-190.
[10] Z.A.Samarein, N.S.Far, M.Yekleh, S.Tahmasebi, F.Yaryari, V.
Ramezani, and L. Sandi, “Relationship between personality traits and
internet addiction of students at Kharazmi University”, International
Journal of Psychology and Behavioral Research, 2013, Vol., 2 (1),
pp.10-17.
[11] Wang W, “Internet dependency and psychosocial maturity among college
students”, International Journal of Human-Computer Studies, 2001, Vol.
55(6), pp.919-938.
[12] S. Caplan, “Problematic Internet use and psychosocial well-being:
Development of a theory-based cognitive-behavioral measurement
instrument”, Computers in Human Behavior, 2001, Vol. 18, pp.553-75.
[13] R. S. Tokunaga, S. A. Rains, “An Evaluation of Two Characterizations of
the Relationships Between Problematic Internet Use, Time Spent Using
the Internet, and Psychosocial Problems”, Human Communication
Research, 2010, Vol.36, pp.512–545
[14] R. Larose, C.A. Lin, and M.S. Eastin, “Unregulated Internet usage:
Addiction, habit, or deficient self-regulation?” Media Psychology, 2003,
Vol. 5, pp. 225–253.
[15] J. Kim, R. Larose, and W. Peng“Loneliness as the cause and the effect of
problematic Internet use: The relationship between Internet use and
psychological well-being”, Cyberpsychology and Behavior, 2009, Vol.
12, pp.451–455.
[16] J.S. Lemmens, P.M. Valkenburg, and J. Peter, J, “Psychosocial causes
and consequences of pathological gaming”, Computers in Human
Behavior, 2001, Vol. 27(1), pp.144-152.
[17] R.A. Davis, R. A., “A cognitive-behavioral model of pathological Internet
use”, Computers in human behavior, 2001, Vol. 17(2), pp.187-195.
[18] M. Griffiths MD. “Internet addiction: Does it really exist?” In:
Gackenbach, J, eds. Psychology and the Internet: Intrapersonal,
interpersonal and transpersonal applications. New York: Academic Press,
1998, pp. 61-75.
[19] A. Bandura, “Self-efficacy: Toward a unifying theory of behavioral
change”, Psychological Review, 1977, Vol. 84(2), pp. 191-205.
[20] K. Kim, M. Yoo, and J. Lee, “Effects of Internet addiction on online and
offline interpersonal relationships”, Journal of Korean Child Studies,
2004, 25(2), pp. 109-20.
[21] R.C. Rose, “Expatriate performance in overseas assignments: The role of
Big Five Personality”, Asian Social Science, 2010, Vol. 6(9), pp.
104-113.
[22] Y.A. Hamburger, E. Ben-Artzi, “The relationship between extraversion
and neuroticism, and the different uses of the Internet”, Computers in
Human Behavior, 2000, Vol. 16(4), pp. 441-449.
[23] E. Collins, J. Freeman, “Do problematic and non-problematic video game
players differ in extraversion, trait empathy, social capital, and prosocial
tendencies?”, 2013, Computers in Human Behavior, Vol. 29,
pp.1933-1940.
[24] L.S. Radloff, “The CES-D scale: A self-report depression scale for
research in the general population”, Applied Psychological Measurement,
West Publishing, 1977, Vol. 1, No. 3, pp. 1-17.
[25] D. Russell, “UCLA Loneliness Scale (Version 3): Reliability, validity,
and factor structure”, Journal of Personality Assessment, Lawrence
Erlbaum Associates, 1996, Vol. 66, pp. 20-40.
[26] O.P. John, S. Srivastava. “The big five: History, measurement, &
development”, In: L.A. Pervin, O.P. John (eds.). Handbook of
Personality: Theory & Research. New York: Guilford Press. 1999, pp.
102-138.
@article{"International Journal of Business, Human and Social Sciences:70519", author = "Eui Jun Jeong and Hye Rim Lee", title = "Addictive Use Due to Personality: Focused on Big Five Personality Traits and Game Addiction", abstract = "This study examined whether big five personality traits
affect game addiction with control of psychological, social, and
demographic factors. Specifically, using data from a survey of 789
game users in Korea, we conducted a regression analysis to see the
associations of psychological (loneliness/depression), social (activities
with family/friends), self-efficacy (game/general), gaming (daily
gaming time/perception), demographic (age/gender), and personality
traits (extraversion, neuroticism conscientiousness, agreeableness, &
openness) with the degree of game addiction. Results showed that
neuroticism increase game addiction with no effect of extraversion on
the addiction. General self-efficacy negatively affected game
addiction, whereas game self-efficacy increased the degree of game
addiction. Loneliness enhanced game addiction while depression
showed a negative effect on the addiction. Results and implications are
discussed.", keywords = "Game addiction, big five personality, social activities,
self-efficacy, loneliness, depression.", volume = "9", number = "6", pages = "2032-5", }