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"Time to Take a Break": How Heavy Adult Gamers React to a Built-In Gaming Gradual Intervention System

Published: 22 April 2021 Publication History

Abstract

Although often ignored, adult gamers, as with children and adolescents, can suffer from problematic gaming. This study explores the use of a built-in gaming gradual intervention system (G-GIS) designed to help adult gamers achieve their desired gaming habits in an autonomous and acceptable manner. In this study, we interviewed 26 heavy adult gamers (i.e., adult gamers who played frequently and for relatively long periods of time) of an online poker game using an in-built G-GIS. Then, we triangulated the interviewees' results with their real-world behavioral data collected over eight months to explore how demographics, attitudes, and contextual factors influenced their use of the G-GIS. The results indicate that family and occupation demographics play key roles in determining adult gamers' gaming habits and their self-control under G-GIS intervention. We also revealed that adult gamers' attitudes and contextual factors can facilitate or hinder the effectiveness of the G-GIS. The findings of this study extend our understanding of heavy adult gamers and reveal how a G-GIS influences adult gamers at the individual level, which can be applied in the design of future game intervention systems, particularly for adult gamers.

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  • (2024)Spatial-Temporal Masked Autoencoder for Multi-Device Wearable Human Activity RecognitionProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/36314157:4(1-25)Online publication date: 12-Jan-2024
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  1. "Time to Take a Break": How Heavy Adult Gamers React to a Built-In Gaming Gradual Intervention System

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      cover image Proceedings of the ACM on Human-Computer Interaction
      Proceedings of the ACM on Human-Computer Interaction  Volume 5, Issue CSCW1
      CSCW
      April 2021
      5016 pages
      EISSN:2573-0142
      DOI:10.1145/3460939
      Issue’s Table of Contents
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      Publication History

      Published: 22 April 2021
      Published in PACMHCI Volume 5, Issue CSCW1

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      Author Tags

      1. adult gamer
      2. gradual intervention system
      3. interview study
      4. qualitative research

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      View all
      • (2024)Spatial-Temporal Masked Autoencoder for Multi-Device Wearable Human Activity RecognitionProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/36314157:4(1-25)Online publication date: 12-Jan-2024
      • (2023)A panoramic view of personalization based on individual differences in persuasive and behavior change interventionsFrontiers in Artificial Intelligence10.3389/frai.2023.11251916Online publication date: 29-Sep-2023
      • (2023)Achieving Digital Wellbeing Through Digital Self-control Tools: A Systematic Review and Meta-analysisACM Transactions on Computer-Human Interaction10.1145/357181030:4(1-66)Online publication date: 12-Sep-2023

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