Exploring Esports game addiction among college students in multiplayer online battle arena: a quantitative model centered on self-control and motivation

Purpose With the widespread popularity of Esports, Esports game addiction has attracted wide attention. This research explores the causes of Esports game addiction among college students in Mainland China and the influence of specific participation motivation and self-control on college students’ Esports game addiction. Design/methodology/approach This research applied the organismic integration theory (OIT) instead of the basic psychological needs theory using Honor of Kings, the most popular Esports game in the form of multiplayer online battle arena (MOBA) among Chinese college students. A total of 339 completed questionnaires were finally analyzed. SmartPLS 2.0 M3 was used to perform the PLS-SEM analysis on the relationship between self-control, participation motivation and Esports game addiction. Findings Only introjected regulation and a motivation positively impacted Esports game addiction, while intrinsic motivation, integrated regulation, identified regulation and external regulation had surprisingly no effect on Esports game addiction. Originality/value Scant studies have explored Esports game addiction in MOBA games, especially in Asia. Results showed that parents, schools and society should consciously strengthen the education and exercise of students’ self-control ability to prevent Esports game addiction. Game developers should appropriately adjust game structures and functions to prevent college students from using them as social tools or games to escape reality.

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Publication Details

Journal
Aslib Journal of Information Management
Published
2024-12-24
DOI
https://doi.org/10.1108/ajim-05-2024-0392
Citations
1
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
1.13
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article

Exploring Esports game addiction among college students in multiplayer online battle arena: a quantitative model centered on self-control and motivation

Kevin K.W. Ho, Dickson K.W. Chiu, S. Wang
1 citations
Aslib Journal of Information Management
Impact of Technology on Adolescents
1.13
article

Exploring Esports game addiction among college students in multiplayer online battle arena: a quantitative model centered on self-control and motivation

Kevin K.W. Ho, Dickson K.W. Chiu, S. Wang
article en
1 citations

Abstract

Purpose With the widespread popularity of Esports, Esports game addiction has attracted wide attention. This research explores the causes of Esports game addiction among college students in Mainland China and the influence of specific participation motivation and self-control on college students’ Esports game addiction. Design/methodology/approach This research applied the organismic integration theory (OIT) instead of the basic psychological needs theory using Honor of Kings, the most popular Esports game in the form of multiplayer online battle arena (MOBA) among Chinese college students. A total of 339 completed questionnaires were finally analyzed. SmartPLS 2.0 M3 was used to perform the PLS-SEM analysis on the relationship between self-control, participation motivation and Esports game addiction. Findings Only introjected regulation and a motivation positively impacted Esports game addiction, while intrinsic motivation, integrated regulation, identified regulation and external regulation had surprisingly no effect on Esports game addiction. Originality/value Scant studies have explored Esports game addiction in MOBA games, especially in Asia. Results showed that parents, schools and society should consciously strengthen the education and exercise of students’ self-control ability to prevent Esports game addiction. Game developers should appropriately adjust game structures and functions to prevent college students from using them as social tools or games to escape reality.

Aslib Journal of Information Management
University of Tsukuba (JP), University of Hong Kong (HK)
Openalex Percentile: Top 14%
Impact of Technology on Adolescents
1.13
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