The habit of massively multiplayer online role-playing games (MMORPGs): A phenomenological analysis of bodily self-perception in gaming addiction

Marsia Santa Barbera, Willem Ferdinand Geradus Haselager

Abstract


Abstract: We investigate the role played by bodily self-perception and social self-presentation in addiction to massively multiplayer online role-playing games (MMORPGs). In this paper we will develop the hypothesis that, at least in some cases, the habit of role-playing can be interpreted as a response to gamers’ need to explore a different bodily self-identity. Players tend to become deeply involved in this kind of game, especially in the character identity creation process. Participants might see and seek reflections of their desired selves in their avatars. We suggest that in some cases gaming can be considered an addiction associated with self-perception, social acceptance, and body-image distortion. We explore how the phenomenological duality of body (Leib and Körper) can be useful for analyzing the creation of game identities preferred by players. On the basis of this analysis, we sketch some therapeutic suggestions, combining aspect from two specific therapies: Internet Addiction-Cognitive Behavioral Therapy (IA-CBT) and Body Image Cognitive Behavioral Therapy (BI-CBT). We hope these suggested approaches will be of value to gaming addiction specialists.

Keywords: MMORPGs; Leib/Körper; Bodily Self-perception; Game Identity; Addiction

 

L’abitudine ai giochi di ruolo in rete multigiocatore di massa (MMORPGs): una analisi fenomenologica della percezione corporea di sé nella dipendenza da gioco

Riassunto: Intendiamo indagare il ruolo svolto dalla percezione corporea di sé e dalla autopresentazione sociale nella dipendenza da gioco di ruolo in rete multigiocatore di massa (MMORPGs). In questo lavoro illustreremo l’ipotesi per cui, quantomeno in alcuni casi, la disposizione al gioco di ruolo può essere interpretata come risposta al bisogno dei giocatori di esplorare una diversa identità corporea di sé. Chi partecipa a questo tipo di gioco tende a un coinvolgimento profondo, specialmente nel processo di creazione dell’identità caratteristica. I partecipanti possono vedere e cercare riflessi dei loro sé desiderati nei loro avatar. Noi suggeriamo che in alcuni casi il gioco può essere considerato una dipendenza associata alla percezione di sé, alla accettazione sociale e alla distorsione della immagine corporea. Esploreremo come la dualità fenomenologica tra corpo vissuto e corpo (Leib and Körper) possa essere utile per analizzare la creazione delle identità di gioco preferite dai giocatori. Su questa base offriremo alcuni suggerimenti terapeutici, combinando aspetti tratti da due terapie specifiche: la Internet Addiction-Cognitive Behavioral Therapy (IA-CBT) e la Body Image Cognitive Behavioral Therapy (BI-CBT). Auspichiamo che questi approcci possano essere validi per chi lavora nel campo della dipendenza da gioco.

Parole chiave: MMORPGs; Leib/Körper; Percezione corporea di sé; Identità di gioco; Dipendenza



Parole chiave


MMORPGs; Leib/Körper; Bodily Self-perception; Game Identity; Addiction

Full Text

PDF

Riferimenti bibliografici


ANG, C.S., ZAPHIRIS, P., MAHMOOD, S. (2007). A model of cognitive loads in massively multiplayer online role playing games. In: «Interacting with Computers», vol. XIX, n. 2, pp. 167-179.

BARGH, J.A., MCKENNA, K.Y.A. (2004). The Internet and social life. In: «Annual Review of Psychology», vol. LV, pp. 573-590.

BELL, M. (2001). Online role-play: Anonymity, engagement and risk. In: «Educational Media International», vol. XXXVIII, n. 4. pp. 251-260.

BESSIÈRE, K., SEAY, A.F., KIESLER, S. (2007). The ideal elf: Identity exploration in World of Warcraft. In: «CyberPsychology & Behavior», vol. X, n. 4, pp. 530-535.

BLOCK, J.J. (2008). Issues for DSM V: Internet addiction. In: «American Journal of Psychiatry», vol. CLXV, n. 3, pp. 306-307.

BOWMAN, S.L. (2010). The functions of role-playing games: How participants create community, solve problems and explore identity, McFarland, London.

BOYLE, E.A., CONNOLLY, T.M., HAINEY, T., BOYLE, J.M. (2012). Engagement in digital entertainment games: A systematic review. In: «Computers in Human Behavior», vol. XXVIII, n. 3, pp. 771-780.

BRUCH, H. (1982). Psychotherapy in anorexia nervosa. In: «International Journal of Eating Disorders», vol. I, n. 4, pp. 3-14.

BRUCH, H. (1985). Four decades of eating disorders. In: D.M. GARNER, P.E. GARFINKEL (eds.), Handbook of psychotherapy for anorexia nervosa and bulimia, Guilford Press, New York, pp. 7-18.

CASH, T.F. (1990). The psychology of physical appearance: Aesthetics, attributes, and images. In: T.F. CASH, T. PRUZINSKY (eds.), Body images: Development, deviance, and change, Guilford Press, New York, pp. 51-79.

CASH, T.F., GRANT, J.R. (1996). Cognitive-behavioral treatment of body-image disturbances. In: V.B. VAN HASSELT, M. HERSEN (eds.), Sourcebook of psychological treatment manuals for adult disorders, Springer, Boston (MA), pp. 567-614.

CHAPPELL, D., EATOUGH, V., DAVIES, M.N.O., GRIFFITHS, M. (2006). EverQuest – It’s just a computer game right? An interpretative phenomenological analysis of online gaming addiction. In: «International Journal of Mental Health & Addiction», vol. IV, n. 3, pp. 205-216.

CHEN, V.H., DUH, H.B. (2007). Understanding social interaction in World of Warcraft. In: International conference on advances in computer entertainment technology 2007 proceedings, pp. 21-24 – doi: 10.1145/1255047.1255052.

CHRISTOU, G., LAI-CHONG LAW, E., ZAPHIRIS, P., ANG, C.S. (2013). Challenges of designing for sociability to enhance player experience in Massively Multi-player Online Role-playing Games. In: «Behaviour & Information Technology», vol. XXXII, n. 7, pp. 724-734.

CLARK, A. (2007). Re-inventing ourselves: The plasticity of embodiment, sensing, and mind. In: «Journal of Medicine & Philosophy», vol. XXXII, n. 3, pp. 263-282.

COLE, H., GRIFFITHS, M.D. (2007). Social interactions in massively multiplayer online role-playing gamers. In: «CyberPsychology & Behavior», vol. X, n. 4, pp. 575-583.

DE GROVE, F., COURTOIS, C., VAN LOOY, J. (2015). How to be a gamer! Exploring personal and social indicators of gamer identity. In: «Journal of Computer-Mediated Communication», vol. XX, n. 3, pp. 346-361.

DE SCHUTTER, B. (2011). Never too old to play: The appeal of digital games to an older audience. In: «Games & Culture», vol. VI, n. 2, pp. 155-170.

DINDAR, M., AKBULUT, Y. (2014). Motiva-tional characteristics of Turkish MMORPG players. In: «Computers in Human Behavior», vol. XXXIII, pp. 119-125.

DOMAHIDI, E., SCHARKOW, M., QUANDT, T. (2012). Real friends and virtual life? Computer games as foci of activity for social community building. In: P. MOY (ed.), Communication and community, Hampton Press, New York, pp. 149-169.

DUCHENEAUT, N., MOORE, R. J. (2004). The social side of gaming: A study of interaction patterns in a massively multiplayer online game. In: Proceedings of CSCW 2004, ACM Press – doi: 10.1145/1031607. 1031667.

DUCHENEAUT, N., YEE, N. (2013). Data collection in massively multiplayer online games: Methods, analytic obstacles, and case studies. In: M. SEIF EL-NASR, A. DRACHEN, A. CANOSSA (eds), Game analytics, Springer, Berlin/London, pp. 641-664.

GALLAGHER, S. (1986). Body image and body schema: A conceptual clarification. In: «The Journal of Mind & Behavior», vol. VII, n. 4, pp. 541-554.

GALLAGHER, S. (2005). Body schema and intentionality. In: J.L. BERMÙDEZ, A. MAR-CEL, N. EILAN (eds.), The body and the self, MIT Press, Cambridge (MA), pp. 225-244.

GRIFFITHS, M.D., DAVIES, M.N.O., CHAPPELL, D. (2004). Online computer gaming: A comparison of adolescent and adult gamers. In: «Journal of Adolescence», vol. XXVII, n. 1, pp. 87-96.

GUEGAN, J., MOLINER, P., BUISINE, S. (2015). Why are online games so self-involving: A social identity analysis of massively multiplayer online role-playing games. Social identity analysis of MMORPG. In: «European Journal of Social Psychology», vol. XLV, n. 3, pp. 349-355.

HAN, D.H., RENSHAW, P.F. (2012). Bupropion in the treatment of problematic online game play in patients with major depressive disorder. In: «Journal of Psychopharmacology», vol. XXVI, n. 5, pp. 689-696.

HAYES, D., ROSS, C.E. (1987). Concern with appearance, health beliefs, and eating habits. In: «Journal of Health & Social Behavior», vol. XXVIII, n. 2, pp. 120-130.

HILBERT, A., TUSCHEN-CAFFIER, B. (2004). Body image interventions in cognitive-behavioural therapy of binge-eating disorder: A component analysis. In: «Behaviour Research & Therapy», vol. XLII, n. 11, pp. 1325-1339.

HUSSAIN, Z., GRIFFITHS, M.D. (2009). Excessive use of massively multi-player online role-playing games: A pilot study. In: «International Journal of Mental Health & Addiction», vol. VII, n. 4, pp. 563-571.

HUSSERL, E. (1973). Zur Phänomenologie der Intersubjektivität (1905-1920). In: E. HUSSERL, Gesammelte Werke, Bd. XIII, hrsg. von I. KERN, M. Nijhoff, Den Haag.

KAPLAN, B., Book review of S. Turkle, The second self: Computers and the human spirit. In: «Technology & Culture», vol. XXVII, n. 4, pp. 870-872.

KIVERSTEIN, J., MILLER, M. (2015). The em-bodied brain: Towards a radical embodied cognitive neuroscience. In: «Frontiers in Human Neuroscience», vol. IX, Art. Nr. 237 – doi: 10.339/fnhum.2015. 00237.

LAM, L.T., PENG, Z., MAI, J., JING, J. (2009). Factors associated with internet addiction among adolescents. In: «Cyber Psychology & Behavior», vol. XII, n. 5, pp. 551-555.

LEE, M., KO, Y., SONG, H., KOWN, K., LEE, H., NAM, M., JUNG, I. (2007). Characteristics of internet use in relation to game genre in Korean adolescents. In: «Cyber Psychology & Behavior», vol. X, n. 2, pp. 278-285 – doi: 10.1089/cpb.2006.9958.

LENHART, A., KAHNE, J., MIDDAUGH, E., MACGILL, A., EVANS, C., MITAK, J. (2008). Teens, video games and civics: Teens gaming experiences are diverse and include significant social interaction and civic engagement, URL: http://www.pewinternet. org/PPF/r/263/report_display.asp.

LEVENKRON, S. (1982). Treating and overcoming anorexia nervosa, Charles Scribner’s Sons, New York.

LEWIS, M. (2015). The biology of desire. Why addiction is not a disease, Public Affairs ed., New York.

MAGUIRE, P. (2008). Compulsive gamers, not addicts, BBC Online, URL: news.bbc. co.uk/2/hi/technology/7746471.stm.

MCKENNA, K.Y.A., BARGH, J.A. (2000). Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology. In: «Personality and Social Psychology Review», vol. IV, n. 1, pp. 57-75.

MERLEAU-PONTY, M. (2012). Phenomenology of perception (1945), translated by D.A. LANDES, Routledge, London/New York.

MICHAILIDIS, L., BALAGUER-BALLESTER, E., HE, X. (2018). Flow and immersion in video games: The aftermath of a conceptual challenge. In: «Frontiers in Psychology», vol. IX, Art. Nr. 1682 – doi: 10.3389/fpsyg. 2018.01682.

MIHAJLOV, M., VEJMELKA, L. (2017). Internet addiction: A review of the first twenty years. In: «Psychiatria Danubina», vol. XXIX, n. 3, pp. 260-272.

MORGAN, K.J. (1999). Anorexic self vs. the authentic self: A systematic and integrative guide in the adult treatment of anorexia nervosa, Nipissing University.

MURPHY, S.C. (2004). Live in your world, play in Ours: The spaces of video game identity. In: «Journal of Visual Culture», vol. III, n. 2, pp. 223-238.

NARDI, B., HARRIS, J. (2006). Strangers and friends: Collaborative play in world of Warcraft, in: CSCW’06, ACM Proceedings, Banff, Alberta, pp. 149-158.

NEYS, J.L.D., JANSZ, J., TAN, E.S.H. (2014). Exploring persistence in gaming: The role of self-determination and social identity. In: «Computers in Human Behavior», vol. XXXVII, pp. 196-209.

NG, B.D., WIEMER-HASTINGS, P. (2005). Addiction to the internet and online gaming. In: «Cyber Psychology & Behavior», vol. VIII, n. 2, pp. 110-113.

NIE, N.H., HILLYGUS, D.S. (2002). The impact of Internet use on sociability: Time-diary findings. In: «IT & Society», vol. I, n. 1, pp. 1-20.

PAPACHARISSI, Z. (ed.) (2010), A networked self: Identity, community, and culture on social network sites, Routledge, London.

PARK, A., HENLEY, T. (2007). Personality and fantasy game character preferences. In: «Imagination, Cognition & Personality», vol. XXVII, n. 1, pp. 37-46.

PETERSON, M. (2012). Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis. In: «ReCALL», vol. XXIV, n. 3, pp. 361-380.

PLESSNER, H. (1970). Laughing and crying: A study of the limits of human behavior (1941), translated by J.S. CHURCHILL, M. GRENE, Northwestern University Press.

PLESSNER, H. (1975). Die Stufen des Organischen und der Mensch, De Gruyter, Berlin/New York.

POTENZA, M.N. (2014). Non-substance addictive behaviors in the context of DSM-5. In: «Addictive Behavior», vol. XXXIX, n. 1, pp. 1-4.

ROSEN, J.C. (1995). The nature of body dysmorphic disorder and treatment with cognitive behavioral therapy. In: «Cognitive & Behavioral Practice», vol. II, n. 1, pp. 145-168.

ROSEN, J.C. (1996). Body image assessment and treatment in controlled studies of eating disorders. In: «International Journal of Eating Disorders», vol. XX, n. 4, pp. 331-343.

ROSEN, J.C., OROSAN, P., REITER, J. (1995). Cognitive behavior therapy for negative body image in obese women. In: «Behavior Therapy», vol. XXVI, n. 1, pp. 25-42.

ROSEN, J.C., SALTZBERG, E., SREBNIK, D. (1989). Cognitive behavior therapy for negative body image. In: «Behavior Therapy», vol. XX, n. 3, pp. 393-404.

SEAY, A.F., JEROME, W.J., LEE, K.S., KRAUT, R.E. (2004). Project massive: A study of online gaming communities. In: Proceedings of ACM CHI, ACM Press, New York, pp. 1421-1424 – doi: 10.1145/ 985921.986080.

STEINKÜHLER, C.A., WILLIAMS, D. (2006). Where everybody knows your (screen) name: Online games as “third places”. In: «Journal of Computer-mediated Communication», vol. XI, n. 4, pp.885-909.

SUZNJEVIC, M., MATIJASEVIC, M. (2010). Why MMORPG players do what they do: Relating motivations to action categories. In: «International Journal of Advanced Media & Communication», vol. IV, n. 4, pp. 1-20.

TANTI, C., STUKAS, A.A., HALLORAN, M.J., FODDY, M. (2011). Social identity change: Shifts in social identity during adolescence. In: «Journal of Adolescence», vol. XXXIV, n. 3, pp. 555-567.

TAYLOR, L. (2003). When seams fall apart: Video game space and the player. In: «Game Studies», vol. III, n. 2 – URL: http://www.gamestudies.org/0302/taylor/

TAYLOR, T.L. (2006). Does WoW change everything? How a PvP server, multinational player base, and surveillance mod scene caused me pause. In: «Games & Culture», vol. I, n. 4, pp. 318-337.

TUREL, O., SERENKO, A., GILES, P. (2011). Integrating technology addiction and use: An empirical investigation of online auction users. In: «MIS Quarterly», vol. XXXV, n. 4, pp. 1043-1061.

TURKAY, S., ADINOLF, S. (2010). Free to be me: A survey study on customization with World of Warcraft and City of Heroes/Villains players. In: «Procedia Social & Behavioral Sciences», vol. II, pp. 1840-1845.

TURKLE, S. (1984). The second self: Computers and the human spirit, Simon & Schuster, New York.

TURKLE, S. (2009). Simulation and its discontents, MIT Press, Cambridge (MA) London.

TYCHSEN, A., TOSCA, S., BROLUND, T. (2006). Personalizing the player experience in MMORPGs. In: S. GÖBEL, R. MALKEWITZ, I. IURGEL (eds.), TIDSE 2006, LNCS 4326, Springer, Berlin/Heidelberg, pp. 253-264.

VALKENBURG, P.M., PETER, J. (2009). Social consequences of the internet for adolescents. A decade of research. In: «Association for Psychological Science», vol. XVIII, n. 1, pp. 1-5.

VEALE, D., GOURNAY, K., DRYDEN, W., BOOCOCK, A., SHAH, F., WILLSON, R., WALBURN, J. (1996). Body dysmorphic disorder: A cognitive behavioural model and pilot randomised controlled trial. In: «Behaviour Research & Therapy», vol. XXXIV, n. 9, pp. 717-729.

WANG, S.T., YANG, C.J., KUO, W.C. (2012). The clusters of gaming behavior in MMORPG: A case study in Taiwan. In: IIAI International Conference on Advanced Applied Informatics Proceedings, pp. 264-266 – doi: 10.1109/IIAI-AAI.2012.60.

WILLIAMS, D., KENNEDY, T.L.M., MOORE, R.J. (2011). Behind the avatar: The patterns, practices, and functions of role playing in MMOs. In: «Games & Culture», vol. VI, n. 2, pp. 171-200.

WILLIAMS, S. CAPLAN, L. XIONG, Can you hear me now? The impact of voice in an online gaming community. In: «Human Communication Research», vol. XXXIII, n. 4, 2007, pp. 427-449.

YEE, N. (2001). The norrathian scrolls: A Study of EverQuest (version 2.5) - URL: http://www.nickyee.com/eqt/report.html

YEE, N. (2002). The hub: Exploring the psychology of MMORPGs - URL: www.nickyee.com/hub.

YEE, N. (2006). The labor of fun: How video games blur the boundaries of work and play. In: «Games & Culture», vol. I, n. 1, pp. 68-71.

YOU, S., KIM, E., LEE, D. (2017). Virtually real: Exploring avatar identification in game addiction among massively multiplayer online role-playing games (MMORPG) players. In: «Games & Culture», vol. XII, n. 1, pp. 56-71.

YOUNG, K. (2009). Understanding online gaming addiction and treatment issues for adolescents. In: «The American Journal of Family Therapy», vol. XXXVII, n. 5, pp. 355-372.

YOUNG, K. (2013). Treatment outcomes using IA-CBT with Internet-addicted patients. In: «Journal of Behavioral Addiction», vol. II, n. 4, pp. 209-215.

YOUNG, K.S., PISTNER, M., O’MARA, J., BUCHANAN, J. (1999). Cyber disorders: The mental health concern for the new millennium. In: «Cyber Psychology & Behavior», vol. II, n. 5, pp. 475-479.

ZAGAL, J.P., DETERDING, S. (2018). Definitions of “role-playing games”. In: S. DETERDING, J.P. ZAGAL (eds.). Role-playing game studies Routledge, London, pp. 19-52.




DOI: https://doi.org/10.4453/rifp.2020.0012

Copyright (c) 2020 Marsia Santa Barbera, Willem Ferdinand Geradus Haselager

URLdella licenza: http://creativecommons.org/licenses/by/4.0/

Rivista internazionale di Filosofia e Psicologia - ISSN: 2039-4667 (print) - E-ISSN: 2239-2629 (online)

Registrazione al Tribunale di Milano n. 634 del 26-11-2010 - Direttore Responsabile: Aurelia Delfino

Web provider Aruba spa - Loc. Palazzetto, 4 - 52011 Bibbiena (AR) - P.IVA 01573850516 - C.F. e R.I./AR 04552920482

Licenza Creative Commons
Dove non diversamente specificato, i contenuti di Rivista Internazionale di Filosofia e Psicologia sono distribuiti con Licenza Creative Commons Attribuzione 4.0 Internazionale.