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planation is in order. It is possible that if a person has high levels of online game addiction, he or she may need more resources and may thus feel stronger resource This proposition should be tested in future research. The data also demonstrate that parental monitoring has no significant effect on game playing while it does have a negative influence on online game addiction. It parental monitoring is an effective prevention method. Finally, as expected, excessive game playing helped in the formation of high levels of game addiction DISCUSSION This paper bridges a gap in the technology addiction literature by examining how motivating factors and prevention/ harm reduction factors shape adolescents'g behaviors and levels of online gaming addiction. While the majority of studies on game playing and addiction examined mostly the functional needs, and other motiv or drivers(such as demographics, personality, etc. ) Charlton Danforth, 2010, Hur, 2006; Yee, 2006)we included prevention and harm reduction factors to present omplete picture. As a result, we managed to explain over 40% of the variation in online game addiction In terms of motivating factors, the findings suggest that(1)needs for mastering game mechanics, relationship and escapism increase online game playing, (2)ne lationship and escapism increase online game addiction. In terms of prevention and harm reduction factors, the findings suggest that(D) education/rationalization reduce game playing, and (2)attention switching and parental monitoring can reduce online game addiction. In contrast to our expectations, nd recourse restrictions were positively associated with online game playing and addiction. It is therefore possible that such prevention/ harm reduction strategies are or pr arm reduction and functional needs/motivation factors on the formation of online game addiction. Based on these findings, we discuss below several important insig directions for future research Theoretical Contributions This study proposed a somewhat holistic game addiction model to explore the impact of motivation/ functional needs and prevention/harm reduction factors on a online game addiction. This broad perspective is a key contribution because it can potentially explain more variance in the phenomenon of interest, compared with st ocus only on one set of predictors( motivating or preventing). For example, focusing only on personality traits, 20% of the variation in addiction was captured(Chan Danforth, 2010), and focusing on a broad range of motivating functional need factors, as well as on demographics, a model explained 34% of the variation in online g addiction(Yee, 2006). We managed to explain over 40% of the variation in this concept, presumably because a broader set of predictors was taken into account, whic nore balanced view of the forces that operate on an individual and determine in part whether he or she develop high levels of online game addiction Given the added value of amalgamating prevention and harm reduction factors with the conventiona egarding motivating factors, our second contribution dentifying, conceptualizing, and measuring several important prevention and harm reduction factors. L e review, focus groups, interviews with expert online g lot study with a sample of 163 adolescents, and a full study with over 600 respondents have resulted in valid and reliable measures. These, and additional harm redu environmental factors, can be used in future research on technology addiction, to increase the contextual richness and explanatory power. It further shows that there is borrowing concepts from the vast literatures on addiction, substance abuse, and problematic behaviors, which has advanced and evolved over decades( Carter& Tiffa Conklin& Tiffany, 2002), to the study of technology-related addictions. It hence adds to previous research that points to similarities between substance and technolog (Ko et al., 2009b)and substance and behavioral addictions(Helmuth, 2001). This study also contributes to research by supporting and suplementing previous findings. First, the motivation side of the results generally agrees with Yee's but with some small differences. Both studies support the notion that motivating factors stemming from functional needs push people to play online games, and poten develop high levels of online game addiction. Second, this study also support past research that links technology addiction to loneliness, mood disorders or social defi Block, 2008; Ferraro et al., 2007: Hur, 2006; LaRose et al., 2003; Turel Serenko, 2010) in our study one's need for relationship and escapism were strong and sig predictors of game playing and addiction, and these are plausibly associated with some forms of social deficiency. Third, this study shows that at least some of the ac prevention and harm reduction strategies that are common in other contexts such as problem drinking, gambling, smoking and drug use may be also relevant in the co technology addictions(Dickson et al., 2002; Dishion& McMahon, 1998, Flay Petraitis, 1991; Hwang et al, 2004; Kiesner et al., 2009). Fourth, our study supplem body of research on the antecedents of technology addiction by focusing on proximal predictors. It goes beyond simplistic views that emphasize personality anteceden 2008)and looks at more proximal motivators and inhibitors, as well as behaviors( game playing) While the observed significant relationships are important, so are the observed non-significant effects. Thus, another contribution of our study is in poi propositions that should be studied in future research. The positive associations between addiction and two prevention factors: dissuasion and resource restriction, po possibility that these measures are taken by parents only after high levels of problematic online game playing and addiction are observed, i.e., as remedies or interven not as prevention factors. According to this view, the higher a childs online game playing time and level of addiction, the stronger the dissuasion and restrictions he c proposition by plausibly using designs that distinguish between prevention and intervention factors. Another possible explanatic psychological reactance may affect the effectiveness of dissuasion. Psychological reactance is a motivational force aroused to restore the loss of, or the threatened perceived behavioral freedoms, and ostensibly results in compensatory or corrective behaviors known as reactance effects (Johnson& Buboltz, 2000; Woller et al., 2( parents exercise too much dissuasion and resource restrictions on adolescent game players, psychological reactance will be evoked and online game players may percexplanation is in order. It is possible that if a person has high levels of online game addiction, he or she may need more resources and may thus feel stronger resource This proposition should be tested in future research. The data also demonstrate that parental monitoring has no significant effect on game playing while it does have a negative influence on online game addiction. It parental monitoring is an effective prevention method. Finally, as expected, excessive game playing helped in the formation of high levels of game addiction. DISCUSSION This paper bridges a gap in the technology addiction literature by examining how motivating factors and prevention/ harm reduction factors shape adolescents’ g behaviors and levels of online gaming addiction. While the majority of studies on game playing and addiction examined mostly the functional needs, and other motiv or drivers (such as demographics, personality, etc.) ( Charlton & Danforth, 2010; Hur, 2006; Yee, 2006) we included prevention and harm reduction factors to present complete picture. As a result, we managed to explain over 40% of the variation in online game addiction. In terms of motivating factors, the findings suggest that (1) needs for mastering game mechanics, relationship and escapism increase online game playing, (2) ne relationship and escapism increase online game addiction. In terms of prevention and harm reduction factors, the findings suggest that (1) attention switching, perceiv education/rationalization reduce game playing, and (2) attention switching and parental monitoring can reduce online game addiction. In contrast to our expectations, and recourse restrictions were positively associated with online game playing and addiction. It is therefore possible that such prevention/ harm reduction strategies are employed only after high levels of game playing and addiction are observed. Finally, the findings suggest that online game playing partially mediates the effects of pr harm reduction and functional needs/motivation factors on the formation of online game addiction. Based on these findings, we discuss below several important insig directions for future research. Theoretical Contributions This study proposed a somewhat holistic game addiction model to explore the impact of motivation/ functional needs and prevention/harm reduction factors on a online game addiction. This broad perspective is a key contribution because it can potentially explain more variance in the phenomenon of interest, compared with stu focus only on one set of predictors (motivating or preventing). For example, focusing only on personality traits, 20% of the variation in addiction was captured (Char Danforth, 2010), and focusing on a broad range of motivating functional need factors, as well as on demographics, a model explained 34% of the variation in online g addiction (Yee, 2006). We managed to explain over 40% of the variation in this concept, presumably because a broader set of predictors was taken into account, whic more balanced view of the forces that operate on an individual and determine in part whether he or she develop high levels of online game addiction. Given the added value of amalgamating prevention and harm reduction factors with the conventional view regarding motivating factors, our second contribution identifying, conceptualizing, and measuring several important prevention and harm reduction factors. Literature review, focus groups, interviews with expert online g pilot study with a sample of 163 adolescents, and a full study with over 600 respondents have resulted in valid and reliable measures. These, and additional harm redu environmental factors, can be used in future research on technology addiction, to increase the contextual richness and explanatory power. It further shows that there is borrowing concepts from the vast literatures on addiction, substance abuse, and problematic behaviors, which has advanced and evolved over decades (Carter & Tiffa Conklin & Tiffany, 2002), to the study of technology-related addictions. It hence adds to previous research that points to similarities between substance and technolog (Ko et al., 2009b) and substance and behavioral addictions (Helmuth, 2001). This study also contributes to research by supporting and suplementing previous findings. First, the motivation side of the results generally agrees with Yee’s (20 but with some small differences. Both studies support the notion that motivating factors stemming from functional needs push people to play online games, and poten develop high levels of online game addiction. Second, this study also support past research that links technology addiction to loneliness, mood disorders or social defi (Block, 2008; Ferraro et al., 2007; Hur, 2006; LaRose et al., 2003; Turel & Serenko, 2010); in our study one’s need for relationship and escapism were strong and sign predictors of game playing and addiction, and these are plausibly associated with some forms of social deficiency. Third, this study shows that at least some of the add prevention and harm reduction strategies that are common in other contexts such as problem drinking, gambling, smoking and drug use may be also relevant in the co technology addictions (Dickson et al., 2002; Dishion & McMahon, 1998; Flay & Petraitis, 1991; Hwang et al., 2004; Kiesner et al., 2009). Fourth, our study supplem body of research on the antecedents of technology addiction by focusing on proximal predictors. It goes beyond simplistic views that emphasize personality anteceden 2008) and looks at more proximal motivators and inhibitors, as well as behaviors (game playing). While the observed significant relationships are important, so are the observed non-significant effects. Thus, another contribution of our study is in pointing to po propositions that should be studied in future research. The positive associations between addiction and two prevention factors: dissuasion and resource restriction, po possibility that these measures are taken by parents only after high levels of problematic online game playing and addiction are observed, i.e., as remedies or interven not as prevention factors. According to this view, the higher a child’s online game playing time and level of addiction, the stronger the dissuasion and restrictions he o face. Future research should test this proposition by plausibly using designs that distinguish between prevention and intervention factors. Another possible explanatio psychological reactance may affect the effectiveness of dissuasion. Psychological reactance is a motivational force aroused to restore the loss of, or the threatened los perceived behavioral freedoms, and ostensibly results in compensatory or corrective behaviors known as reactance effects (Johnson & Buboltz, 2000; Woller et al., 20 parents exercise too much dissuasion and resource restrictions on adolescent game players, psychological reactance will be evoked and online game players may perc
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