TY - GEN
T1 - The influence of IT artifacts on players leading to internet gaming addiction among university students in Africa
AU - Nyamadi, Makafui
AU - Boateng, Richard
N1 - Publisher Copyright:
© 2018 Association for Information Systems. All rights reserved.
PY - 2018
Y1 - 2018
N2 - In recent times, there has been an emergence of behavioral addiction involving technologies. Since IT Artifacts in games designs are to influence the gamers to continue to play, this research is focused on the effect of IT Artifacts at the highest level of influence which is centered on human activities and behaviors. This study seeks to use Flow Theory to uncover varied internet gaming addictive behaviors among university students in Africa; using Ghana as a case study. Massively Multiplayer Online Role Playing Games (MMORPGs) are the games with the highest addictive tendencies (Jing and Hock 2012). This paper identifies various features of the game design (related to IT Artifacts) such as graphics, realistic sounds or audios, franchise or patent explicit contents and in-game advertising features and inherent elements of players that are likely to result in problematic playing which could cause flow and eventually lead to addiction.
AB - In recent times, there has been an emergence of behavioral addiction involving technologies. Since IT Artifacts in games designs are to influence the gamers to continue to play, this research is focused on the effect of IT Artifacts at the highest level of influence which is centered on human activities and behaviors. This study seeks to use Flow Theory to uncover varied internet gaming addictive behaviors among university students in Africa; using Ghana as a case study. Massively Multiplayer Online Role Playing Games (MMORPGs) are the games with the highest addictive tendencies (Jing and Hock 2012). This paper identifies various features of the game design (related to IT Artifacts) such as graphics, realistic sounds or audios, franchise or patent explicit contents and in-game advertising features and inherent elements of players that are likely to result in problematic playing which could cause flow and eventually lead to addiction.
KW - Flow theory
KW - Internet gaming addiction
KW - It artifacts
KW - MMORPGs
UR - http://www.scopus.com/inward/record.url?scp=85054239332&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:85054239332
SN - 9780996683166
T3 - Americas Conference on Information Systems 2018: Digital Disruption, AMCIS 2018
BT - Americas Conference on Information Systems 2018
PB - Association for Information Systems
T2 - 24th Americas Conference on Information Systems 2018: Digital Disruption, AMCIS 2018
Y2 - 16 August 2018 through 18 August 2018
ER -