Ho Yan Mok, Dixie State University
Social and Behavioral Sciences
Game research is troubled with utilizing a number of different concepts used to forecast the often negative outcomes of playing games (Utz, Jonas, and Tonkens, 2012). These concepts often extend over each other and frequently put too much emphasis either on negative consequences or game-specific aspects that makes it lack comprehensiveness. This paper will argue that the field of gaming addiction can benefit from using concepts that are already well-established in alternative domains and extending earlier work to also cover the different benefits of gaming. Based on previous research on gaming, the dualistic model of passion is recommended in the current study to give a better understanding of antecedents and positive outcomes of gaming. This model proposes that gaming promotes flow experience, which consequently results to higher level of achievement in school, less anxiety, and higher self-esteem, to mention a few (Sherry, 2004).
Keywords: gaming, flow, dualistic model of passion, DSM-V