L’impact du temps passé sur le jeu de rôle en ligne massivement multijoueur (MMORPG) chez les joueurs adultes francophones

Abstract : Introduction: Massively Multiplayer Online Role Playing Games (MMORPGs) are timeconsuming activities that lead to problematic use. There is no clear definition for pathologic online video gaming. The objectives of this study are to identify problematic use versus potential benefits connected gaming in French adult players. Materials and methods: In this analytic study, we study the players’ socio-demographic characteristics, habits, and comorbidities. The Problematic Video game Playing (PVP) questionnaire was used to evaluate problematic use. We defined two groups according to their number of hours playing per week: group 1 (≤14h) and group 2 (>14h). Results: Among 120 answers, 116 were included. 19,8% of the group 2 of MMORPG users had a PVP scale superior or equal to 4 versus 2,3% in the group 1 (p<0,01). There were no significant differences in alcohol consumption (p= 0,09), tobacco abuse (p=0,53), or other drug use (p=0,! 44). Incidence of humor disorder (p=0,55), anxiety disorder (p=0,94) and sleep disorder (p=0,70) were no different between groups. 67,1 % of group 2 of MMORPG users suffered from visual impairment versus 44,2% in the group 1 (p<0,02). Higher number of hours played per week was associated to a greater risk for single status of the player (OR= 6,73 with CI95% = [1,56; 29,03]). 83,6% of players reported improved secondary language skills due to gameplay. 62,1% of players considered virtual relationships to be equivalent to real friends and 59,5% of players met their virtual friends in real life. Discussion: Despite being underpowered, this study gives a preview of problematic use related to MMORPG. Conclusion: Playing time spent in MMORPG is correlated to problematic use. However, moderate MMORPG use can bring some benefits. The constant technologic innovation should multiply the studies in the near future.
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Master Thesis
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https://dumas.ccsd.cnrs.fr/dumas-01421722
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Submitted on : Thursday, December 22, 2016 - 5:09:33 PM
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Sébastien Nguyen. L’impact du temps passé sur le jeu de rôle en ligne massivement multijoueur (MMORPG) chez les joueurs adultes francophones. Médecine humaine et pathologie. 2016. ⟨dumas-01421722⟩

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