A two-cluster solution, based on K-means clustering, was used for profiling the study sample, according to the risk personality traits determined by SURPS. The two clusters were labelled as “sensation seekers” (SS) and “prone to negative emotions” (PNE). The SS group (n = 113, 55.9%) exhibited a higher level of sensation seeking (M = 2.61, SD = 0.58 vs. M = 2.13, SD = 0.53; F = 37.28, P < 0.001) than the PNE group, whereas the PNE group (n = 89, 44.1%) showed higher levels of anxiety sensitivity (M = 2.70, SD = 0.50 vs. M = 1.96, SD = 0.51; F = 107.40, P < 0.001), hopelessness (M = 2.42, SD = 0.63 vs. M = 1.87, SD = 0.47; F = 50.56, P < 0.001), and impulsivity (M = 2.00, SD = 0.58 vs. M = 1.64, SD = 0.43; F = 25.81, P < 0.001) than the SS group. Also, in the SS group, 72.6% of the gamers were male (n = 82; mean age = 29.19 years, SD = 6.59), while in the PNE group, women accounted for 52.8% of the subjects (n = 47; mean age = 26.27 years, SD = 6.05). The differences in the time spent on online gaming between the SS and PNE groups are shown in
Table 1.
| Variables | SS Group (N = 113), No. (%) | PNE Group (N = 89), No. (%) | χ2 |
|---|
| Number of days spent on gaming | | | 6.234 |
| Everyday | 31 (27.4) | 32 (36) | |
| 5 - 6 days | 22 (19.5) | 25 (28.1) | |
| 3 - 4 days | 30 (26.5) | 25 (16.9) | |
| 1 - 2 days | 23 (20.4) | 12 (13.5) | |
| Less than once a week | 7 (6.2) | 5 (5.6) | |
| Hours spent daily on gaming, h | | | 7.664 |
| < 1 | 15 (13.3) | 8 (9) | |
| 1 - 2 | 52 (46) | 32 (36) | |
| 3 - 4 | 32 (28.3) | 33 (37.1) | |
| 5 - 6 | 13 (11.5) | 11 (12.4) | |
| 7 - 8 | 0 (0) | 3 (3.4) | |
| > 8 | 1 (0.9) | 2 (2.2) | |
The results of Chi-square test showed no significant cluster differences in the time spent weekly (χ
2 (4, n = 202) = 6.23, P = 0.18) or hours spent daily (χ
2 (5, n = 202) = 7.66, P = 0.18) on gaming. As for gender comparisons, in the SS group, there were no significant gender differences in days spent on gaming weekly (χ
2 (4, n = 113) = 8.44, P = 0.08) and hours spent daily on gaming (χ
2 (4, n = 113) = 3.19, P = 0.53). On the other hand, in the PNE group, males spent significantly more days on gaming during a week, compared to females. The results showed that 35.7% of men and 21.3% of women played 5 - 6 days a week. Also, 40.5% of men played every day versus 31.9% of women (χ
2 (4, n = 89) = 11.08, P = 0.03). However, females spent significantly more hours per day on gaming, compared to males. The results showed that 19.1% of women played 5 - 6 hours daily versus 4.8% of men (χ
2 (5, n = 89) = 14.21, P = 0.02). The differences between the two groups regarding the onset age of gaming, motives for gaming, life satisfaction, and IGD, according to ANOVA test, are presented in
Table 2.
| Variables | SS Group, Mean ± SD | PNE Group, Mean ± SD | F | P |
|---|
| Age | 29.10 ± 6.59 | 26.27 ± 6.05 | 9.85 | 0.002 |
| Onset age of gaming | 7.31 ± 3.36 | 7.05 ± 2.33 | 0.38 | 0.54 |
| Motives for online gaming (MOGQ) (1, 5) | | | | |
| Sociability | 1.95 ± 0.93 | 2.17 ± 0.91 | 2.65 | 0.105 |
| Escapism | 1.65 ± 0.80 | 2.48 ± 1.32 | 30.30 | 0.000 |
| Competition | 2.05 ± 1.03 | 1.87 ± 1.01 | 1.64 | 0.202 |
| Coping | 2.59 ± 0.99 | 2.88 ± 1.06 | 3.97 | 0.048 |
| Skill development | 2.39 ± 1.22 | 2.46 ± 1.25 | 0.15 | 0.702 |
| Fantasy | 1.92 ± 1.04 | 2.48 ± 1.25 | 12.45 | 0.001 |
| Recreation | 4.16 ± 1.25 | 4.18 ± 1.29 | 0.01 | 0.922 |
| Life satisfaction (1, 5) | | | | |
| Work or school performance | 3.76 ± 0.86 | 3.22 ± 1.04 | 16.09 | 0.000 |
| Leisure time | 3.67 ± 0.91 | 3.28 ± 0.97 | 8.64 | 0.004 |
| Family relations | 4.00 ± 0.98 | 3.46 ± 1.12 | 13.28 | 0.000 |
| Friendships | 3.96 ± 0.95 | 3.45 ± 1.15 | 11.77 | 0.001 |
| Romantic relations | 3.71 ± 1.49 | 3.26 ± 1.61 | 4.24 | 0.041 |
| IGD (9, 36) | 12.67 ± 3.97 | 14.76 ± 5.29 | 10.30 | 0.002 |
Regarding gender differences within clusters, in the SS group, males started gaming significantly earlier than females on average (M males = 6.84, SD = 2.95 vs. M females = 8.55, SD = 4.07; F = 6.07, P = 0.02), whereas no significant gender differences were found in the PNE group (M males = 6.76, SD = 2.48 vs. M females = 7.32, SD = 2.18; F = 1.24, P = .27).
Considering the online gaming motives, the PNE group was significantly more likely to play MMORPGs for escapism, coping, and fantasy motives, compared to the SS group. In the PNE group, the competition motive was significantly stronger in males than females (M = 2.11, SD = 1.09 vs. M = 1.65, SD = 0.88; F = 4.68, P = 0.03), whereas in females, escapism (M = 2.01, SD = 1.05 vs. M = 2.89, SD = 1.39; F = 11.42, P = 0.001) and fantasy (M = 2.16, SD = 1.12 vs. M = 2.78, SD = 1.30; F = 5.64, P = 0.020) motives were significantly stronger.
On the other hand, in the SS group, competition (M = 2.28, SD = 1.07 vs. M = 1.46, SD = 0.63; F = 16.04, P = 0.00), skill development (M = 2.60, SD = 1.25 vs. M = 1.84, SD = 0.94; F = 9.58, P = 0.002), coping (M = 2.71, SD = 1.01 vs. M = 2.26, SD = 0.86; F = 4.98, P = 0.028), and recreation (M = 4.32, SD = 1.15 vs. M = 3.74, SD = 1.43; F = 5.00, P = 0.027) motives were significantly stronger in male players than females.
Regarding the level of life satisfaction, the SS group was significantly more satisfied with life than the PNE group in all aspects. Significant differences were observed in the IGD scores between the two groups. In other words, the PNE group obtained higher scores on IGDS9-SF, compared to the SS group (MPNE = 14.76, SD = 5.29 vs. MSS = 12.67, SD = 3.97; F = 10.30, P = 0.002). Also, considering gender differences in IGD, males in the SS group obtained significantly higher scores on the gaming addiction scale than females (Mmales = 13.34, SD = 4.25 vs. Mfemales = 10.90, SD = 2.39; F = 9.08, P = 0.003). However, in the PNE group, no gender differences were found (Mmales = 15.29, SD = 5.92 vs. Mfemales = 14.30, SD = 4.67; F = 0.77, P = 0.382).
A stepwise linear regression analysis was performed on two clusters of SS (1) and PNE (2) separately to determine prominent motivational predictors of IGD in these MMORPG gamers. In the SS group (1), 31% of variance in IGD could be explained by escape, gender, and competition motives (F (16.06) = 2.59, P < 0.001). Other variables were excluded from the model (
Table 3).
| Dependent Variable | Independent Variables | β | t-Value | P-Value |
|---|
| IGD | Escapism | 2.09 | 5.24 | 0.000 |
| Gender | 2.17 | 2.84 | 0.005 |
| Competition | 0.80 | 2.41 | 0.018 |
| Sociability | 0.03 | 0.34 | 0.735 |
| Coping | 0.07 | 0.70 | 0.487 |
| Skill development | 0.00 | 0.04 | 0.969 |
| Fantasy | 0.15 | 1.45 | 0.151 |
| Recreation | - 0.15 | - 1.67 | 0.097 |
| Age | - 0.11 | - 1.39 | 0.168 |
a β = Standardized coefficient.
In the PNE group (2), 31% of variance in IGD could be explained by competition and sociability motives (F (19.68) = 6.05, P < 0.001). Other variables were excluded from the model (
Table 4).
| Dependent Variable | Independent Variables | β | t-Value | P-Value |
|---|
| IGD | Competition | 0.42 | 4.15 | 0.000 |
| Sociability | 0.23 | 2.27 | 0.026 |
| Escapism | 0.14 | 0.13 | 0.190 |
| Coping | - 0.04 | - 0.27 | 0.788 |
| Skill development | - 0.15 | - 1.15 | 0.252 |
| Fantasy | 0.01 | 0.09 | 0.925 |
| Recreation | 0.04 | 0.34 | 0.738 |
| Gender | 0.04 | 0.36 | 0.72 |
| Age | 0.04 | 0.46 | 0.65 |
a β = Standardized coefficient.