Beruflich Dokumente
Kultur Dokumente
Center for Economics and Neuroscience, Department of Psychology, University of Bonn, Bonn,
Germany, 2Department of Economics, University of Erlangen-Nrnberg, Erlangen, Germany, 3Medical
Scientist Training Program, State University of New York at Stony Brook, Stony Brook, New York, USA
Abstract. The present study investigated the inuence on Internet addiction of numerous variables ranging from personality to psychological
and physical well-being, in a large and highly ecologically valid sample of mainly male adolescent online computer gamers (rst-person-shooter
video gamers) in Germany. Low Self-Directedness could be linked to a high Internet Addiction Test score in the present study, and the data
yielded a continuum model indicating that low Self-Directedness is highly correlated with Internet Addiction Score, not only in students but also
in rst-person-shooter video gamers.
Keywords: rst-person-shooter video games, Internet addiction, personality, self-directedness
Introduction
Worldwide, millions of adolescents make use of the Internet
each day to play online games. Their online activities are a
matter of signicant public debate, due to the potentially
addictive character and highly violent content of certain
games.
The so-called rst-person-shooter video games portray
scenarios in which the participant, acting from a rst-person
perspective, plays a character that runs through maze-like
scenes with a weapon in hand. Typically, the game scenarios
require the participant to achieve strategic war objectives,
such as defending a certain building. Until now, these games
have been mainly investigated in the context of aggression
research, because higher levels of aggressive behavior have
been observed after exposure to violent computer games
(Anderson, 2004; Bushman & Huesmann, 2006).
Action video games are also interesting in the context of
pathological Internet use because more and more rst-person-shooter video game users spend many hours playing these
games in virtual teams via the Internet. In general, both the rising frequency of online gaming and the overwhelming
amount of time spent online by many computer gamers have
given rise to discussions surrounding a phenomenon called
Internet addiction (Young, 1998). Excessive computer gaming has been observed to be associated with addiction-like
symptoms including tolerance development and withdrawal
symptoms experienced when trying to quit or reduce the
2011 Hogrefe Publishing
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165
Methods
Participants
The sample consisted of 592 males and 18 females with a
mean age of 19.32 (SD = 4.40). Thirty-three percent of
the participants were high school students, 27.5% had
earned a secondary school leaving certicate, 7.2% held a
high school diploma which qualied them for attendance
at a university of applied sciences, 17% held a university
entrance diploma, and 4.8% had successfully absolved an
apprenticeship. The remaining 10.5% stated other when
reporting education. The participants were segregated
according to smoking status, with 190 smokers, 30 former
smokers, and 390 nonsmokers. The mean body mass index
(BMI) of the participants was 23.33 (SD = 5.41). Of these
online gamers, 82.2% reported preferring rst-person-shooter games (Counterstrike preferred by 65.2%, Call of Duty 4
by 13.8%, Left 4 Dead by 1.6%, and Quake Live by 1.6%)
over other types of games. The remaining 17.8% reported
playing World of Warcraft (0.5%), Warcraft 3 (2.8%), FIFA
(2.6%), and others. Interviews with groups of professional
online gamers at a European Electronic Sports League
(ESL) tournament in Bruhl, Germany, revealed that it is also
very important to divide the group of gamers into single/
team players due to the social aspect of online gaming.
Accordingly, 549 participants (90%) reported playing regularly as a team player, and only 61 participants (10%)
reported playing regularly as a single player. Unfortunately,
we did not specically assess whether the participants meet
in person or play in virtual teams. It is very likely though
that team playing refers to virtual teams in this setting.
Participants for this study were recruited via the ESL1
website (http://www.esl.eu), which represents the largest
community website for competitive online gamers in Europe. The company behind the ESL, Turtle Entertainment
GmbH, helped us by placing a prominent link to our online
questionnaire (see also the Acknowledgements and Conicts of Interest sections). As an incentive to participate,
30 packages for a 1-month membership including special
offers for http://www.esl.eu were rafed. The data were collected across the time course of 5 days. In total, 1,202 participants followed the link on http://www.esl.eu to our
questionnaire. Participants agreed to take part in the study
upon passing the Welcome webpage. As it took about
45 min to complete all questionnaires, the study experienced
166
a dropout rate of 49.25%. Only fully completed questionnaire sets were used for this study. As the ESL represents
the most important electronic sports website in Germany,
with nearly 2.5 million registered users, the collected sample
is of high ecological validity in the context of Internet addiction research and rst-person-shooter gaming. This fact is
impressively corroborated by comparing the mean time
spent online gaming each week in the current sample
(M = 20.29 hr) with that of a survey (JIM, 2008) for male
adolescents in Germany (M = 3.57 hr). The present study
was approved by the Ethics Committee of the German Psychologists Association (Bonn).
Questionnaires
We administered the NEO Five-Factor Inventory (NEO-FFI;
Costa & McCrae, 1992; German translation by Borkenau &
Ostendorf, 1993) measuring Extraversion, Neuroticism,
Openness to Experience, Conscientiousness, and Agreeableness. Furthermore, the participants completed the character
dimensions of Cooperativeness and Self-Directedness from
the TCI (Cloninger et al., 1993; German translation by Richter et al., 1999). Self-Directedness was used in this study as
it turned out to be an important predictor of Internet addiction in our own pilot study consisting of students and participants from the German population (Montag et al., 2010).
Cooperativeness was assessed, as several gaming experts
state that online gaming possesses a strong team sport character. To measure the degree of Internet addiction, participants completed the IAT (Widyanto & McMurran, 2004;
Young, 1998; German translation by our own workgroup,
see for psychometric properties Montag et al., 2010). This
questionnaire consists of 20 items (item scores: 1 = rarely
to 5 = always). A sum score between 20 and 39 points represents the average user. A score between 40 and 69 points
suggests occasional problems in daily life due to the amount
of Internet use. Scores above 69 indicate severe problems in
daily life due to excessive Internet use. Furthermore, we
inquired about the number of hours spent online for computer gaming each week. At this point, we would like to
explain why we chose a general measure of Internet addiction and not a specic one targeting only online gaming
addiction, as proposed by Salguero and Moran (2002) or
Lemmens, Valkenburg, and Peter (2009). In the Introduction, we outlined that (a) the need for social interaction represents an important motivation for online gaming (Jansz &
Tanis, 2007) and (b) the herewith linked social isolation is
also associated with generalized pathological Internet use
(Davis, 2001). Considering this motivational approach,
rst-person-shooter video game players very likely show
elevated Internet addiction scores with respect to both specialized and generalized pathological Internet use. Therefore, it should be possible to assess elevated Internet
addiction levels with either specialized or generalized Internet addiction questionnaires in rst-person-shooter video gamers, although specialized questionnaires might yield even
higher Internet addiction scores. Since the main focus of
the present study was to replicate the ndings from our pilot
study investigating the link between Internet addiction and
Self-Directedness in order to nd evidence for a continuum
model between normal and excessive use of the Internet, we were required to use the same measure that was
administered in the pilot study, and so we focused on the
measure by Young (1998).
With respect to the current debate regarding potential
links between aggression and rst-person-shooter gaming
(Montag et al., 2012) and aggression and Internet addiction
(see Introduction), we also inquired about the type of computer games typically played by the participant. We assessed
aggression with the Anger scale of the Affective Neuroscience Personality Questionnaire (ANPS; Davis et al.,
2003). This scale has already been biologically validated,
showing that participants scoring high on Anger tend to
have smaller gray matter volumes of the left amygdala (Reuter et al., 2009).
To investigate a possible association between Internet
addiction and psychological well-being, we also employed
single items taken from the German Sociodemographic Economic Panel to ascertain Life Satisfaction, Impulsivity, Risk,
Trust, psychological and physical well-being (010), frequency of sport activities (regularly/occasionally/never),
smoking status/number of cigarettes smoked per day, and
frequency of alcohol consumption (divided into beer, wine,
shots, or mixed alcoholic drinks, reported via the options of
never/rarely/occasionally/regularly). Variables such as
BMI, drinking, and smoking behaviors are of interest in
identifying comorbidities of Internet addiction and are therefore included in the present study (although they do not represent a main focus). In the context of items measuring both
psychological and physical well-being, participants were
asked with several one-shot items how often (within the past
4 weeks) they had felt depressed, rushed, balanced, full of
energy, or an experience of bodily pain. As supplementary
items, we asked how often participants had achieved less
than they had initially wanted to achieve in the past 4 weeks,
due to physical/emotional problems. To be able to control
for TV consumption with respect to the anger/computergaming link, we ascertained the number of hours spent
watching TV each week. Moreover, in light of the aggressionrst-person-shooter game debate, we utilized four
items to ascertain how much participants liked horror and
action movies (010) and the number of hours spent viewing such movies.
Statistical Procedures
As a rst step, Pearsons correlations were used to identify
signicant associations between the IAT score and a range
of metric factors including personality dimensions, life satisfaction, and psychological well-being. In cases of categorical predictors for IAT scores (e.g., smoking status or
gender), ANOVA was calculated. This rst part of the study
had an exploratory nature, with the aim of potentially generating new variables associated with Internet addiction. In the
Results
Description of the Sample in Terms
of the IAT Score and Time Spent Online
for Computer Gaming
The online gamers of the present study spent a mean =
20.29 hr (SD = 16.38) each week online. The mean IAT
score was 38.64 (SD = 11.91). Upon a closer examination
of the distribution of the IAT scores, 60.5% of the sample
can be described as average users according the IAT
(2039 points), 37.9% fall in the range of persons with occasional problems in daily life due to Internet use (4069
points), and 1.6% reported severe problems (> 69 points).
167
.12**
.39**
.32**
.06
.36**
.31**
.03
.09*
.09*
.01
.40**
.03
.05
.18**
.13**
.15**
.14**
.18**
.07
.51**
.08*
.06
.06
.07
.33**
.42**
.13**
.29**
.36**
.23**
.59**
.25**
.02
.12**
.00
.17**
.05
.11**
.08
.02
.02
.03
.13**
.13**
.08*
.19**
.18**
.00
.27**
.27**
.03
.10*
.00
.14**
.04
.08
.09*
.32**
.39**
.42**
.47**
.06
.35**
.15**
.25**
.06*
.13**
.10*
.09*
.01
.09*
.27**
.16**
.03
.10*
.13**
.01
.02
.29**
.28**
.03
.13**
.12**
.16**
.52**
.32**
.04
.48**
.47**
.13**
.11**
.06
.17**
.01
.13**
.10*
.45**
.02
Notes. IAT = Internet Addiction Test; NEO-FFI = NEO Five-Factor Inventory. **p < .01; *p < .05.
Neuroticism
Extraversion
Openness to Experience
Agreeableness
Conscientiousnes
Aggression (trait Anger)
Self-Directedness
Cooperativeness
Number of times feeling rushed in
the past 4 weeks
10. Number of times feeling depressed
in the past 4 weeks
11. Number of times having
achieved less than initially
planned in the past 4 weeks due
to emotional problems
12. Number of times having
achieved less than initially
planned in either work or leisure
during the past 4 weeks due to
physical ailments/limitations
13. Life-Satisfaction
14. Age
15. Afnity toward horror movies
16. Afnity toward action movies
17. Hours spent online for
computer gaming each week
18. Internet Addiction Test Score
1.
2.
3.
4.
5.
6.
7.
8.
9.
.30**
.08*
.11**
.02
.05
.00
.00
.48**
.51**
.60**
IAT Score
.16**
.16**
.01
.02
.15**
.02
.10*
.08*
.06
Table 1. Pearsons correlations between IAT Score and NEO-FFI Dimension and other scales
.15**
.16**
.03
.07
.00
.02
.79**
.87**
10
.15**
.19**
.01
.05
.00
.00
.69**
11
.15**
.06
.03
.05
.04
.02
12
.26**
.04
.04
.08
.09*
13
15
16
17
18
.10*
.12** .29**
.02
.08
.03
14
168
C. Montag et al.: Internet Addiction and Personality
169
Table 2. Stepwise hierarchical regression model constructed by inserting items assessing psychological/physiological
ailments in the past 4 weeks in block 1, media-related variables in block 2, personality measures without selfdirectedness as a third block and self-directedness alone in the last block to investigate their association with
internet addiction.
Predictor
DR2
Step 1
Number of times having achieved less than initially planned in the past
4 weeks due to emotional problems
.02
Step 2
Number of times having achieved less than initially planned in the past
4 weeks due to emotional problems
Hours spent online for computer gaming each week
.03
Step 3
Number of times having achieved less than initially planned in the
past 4 weeks due to emotional problems
Hours spent online for computer gaming each week
Afnity toward horror movies
.01
Step 4
Number of times having achieved less than initially planned in the past
4 weeks due to emotional problems
Hours spent online for computer gaming each week
Afnity toward horror movies
Conscientiousness
.10
Step 5
Number of times having achieved less than initially planned in the past
4 weeks due to emotional problems
Hours spent online for computer gaming each week
Afnity toward horror movies
Conscientiousness
Neuroticism
.04
Step 6
Number of times having achieved less than initially planned in the past
4 weeks due to emotional problems
Hours spent online for computer gaming each week
Afnity toward horror movies
Conscientiousness
Neuroticism
Cooperativeness
.02
Step 7
Number of times having achieved less than initially planned in the past
4 weeks due to emotional problems
Hours spent online for computer gaming each week
Afnity toward horror movies
Conscientiousness
Neuroticism
Cooperativeness
Self-Directedness
.05
Total R2
.27
b
.16**
.16**
.18**
.16**
.17**
.10*
.12**
.13**
.10*
.32**
.09*
.12**
.09*
.25**
.21**
.09*
.11**
.09*
.20**
.19**
.16**
.09*
.09*
.07*
.12**
.05
.08
.32**
170
Table 2. (Continued)
Variables entered in Block 2 of the stepwise hierarchical
regression model:
Afnity toward action movies
Afnity toward horror movies
Hours spent watching action movies
Hours spent watching horror movies
Hours spent online for computer gaming each week
Notes. Changes in F were signicant from model 1 to 2 (F for changes = 19.71, df = 1,586, p < .001), from model 2 to 3 (F for
changes = 6.57, df = 1,585, p = .01), from model 3 to 4 (F for changes = 67.86, df = 1,584, p < .001), from model 4 to 5 (F for
changes = 28.21, df = 1,583, p < .001), from model 5 to 6 (F for changes = 16.64, df = 1,582, p < .001), from model 6 to 7 (F for
changes = 37.34, df = 1,581, p < .001). *p < .05; **p < .01.
Discussion
In a recent study, we reported that the character dimension
Self-Directedness was associated with problematic Internet
use (Montag et al., 2010). As those ndings were observed
in a rather small sample (N = 201) consisting of students
and participants from the general population, it is important
to investigate whether Self-Directedness is conrmed to be
of the same importance when studying a sample three times
larger and of much greater ecological validity, consisting of
adolescent rst-person-shooter video players.
In the present study, through the investigation of an ecologically valid sample of online gamers, we replicated the
results of our pilot study. Therefore, the character dimension
Self-Directedness might be a crucial target for behavioral
therapists in the context of the addicted online gamers
therapy. As low Self-Directedness is associated with low
resourcefulness and self-acceptance (e.g., typical items are
as follows: I often cannot deal with problems because I just
dont know what to do or I wish I were better looking
than everyone else), it is of importance to practice coping
strategies in problematic Internet users with respect to the
demands of everyday life. Providing Internet addicts with
a sense of achievement, will be a step toward boosting
low self-esteem. The present nding also ts with the observation by LaRose et al. (2003) who linked decient self-regulation processes to pathological Internet use. The ability to
successfully self-regulate ones own behavior may represent
an important component of the construct Self-Directedness.
The replication of the Self-Directedness to Internet
addiction link in the present sample is noteworthy, because
we used a general measure for Internet addiction rather than
specically targeting online gaming activities of the rstperson-shooter video gamers. As Internet addiction scores
could be even higher upon administration of a specialized
Internet addiction questionnaire in rst-person-shooter video
gamers, the present study design can be seen as conservative, suggesting an even stronger association between SelfDirectedness and online gaming addiction. On the other
hand, we cannot rule out the possibility that the observed
association only holds true for generalized Internet addiction
as a whole. Given the fact that the sample of rst-personshooter video players showed signicantly higher Internet
Journal of Media Psychology 2011; Vol. 23(4):163173
Conflicts of Interest
Ralf Reichert and Ibrahim Mazari of Turtle Entertainment
GmbH were not part of the scientic process in conducting
the present research. They did not inuence the development
of this manuscript or the analysis of data in any way. During
the time the study was conducted, Matthias Flierl worked at
Turtle Entertainment ve days per week only half-days,
aside from pursuing his studies at the University of Nurnberg-Erlangen. Matthias Flierl is in no way biased by being
employed by Turtle Entertainment. In sum, there was no
conict of interest in any of the authors of this study.
2011 Hogrefe Publishing
171
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Christian Montag
University of Bonn
Department of Psychology
Kaiser-Karl-Ring 9
53111 Bonn
Germany
Tel. +49 228 734309
Fax +49 228 734229
E-mail christian.montag@uni-bonn-diff.de
Matthias Flierl (diploma in social sciences, University of Erlangen-Nurnberg,
Germany, 2010) has been working as a
scientic counselor at Turtle Entertainment, which runs an Electronic Sports
League where the majority of this studys
sample originated. His research interests
include investigation of the motivational
archetypes of video game players in
competitive settings. Now, he is working
as a public relations advisor in the
renewable energies sector.
Sebastian Markett has studied psychology and cognitive neuroscience at the
University of Bonn, Germany, and the
University of Toronto, Canada. He is
currently working on his PhD thesis on
the neurogenetic foundations of cognitive
control (when not distracted by his own
mild to severe addiction to online social
media).
173