
Why We Distort in Self‐Report: Predictors of Self‐Report Errors in Video Game Play
Author(s) -
Kahn Adam S.,
Ratan Rabindra,
Williams Dmitri
Publication year - 2014
Publication title -
journal of computer‐mediated communication
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 4.15
H-Index - 119
ISSN - 1083-6101
DOI - 10.1111/jcc4.12056
Subject(s) - cognitive dissonance , social psychology , psychology , video game , balance (ability) , game play , computer science , multimedia , neuroscience
Using Cognitive Dissonance and Balance Theory, this study investigates factors that predict how and why MMO players inaccurately report their game playing time. It was hypothesized that players belonging to categories other than the stereotypical game player (e.g. younger, less educated, male) would be likely to underreport playing time. It was also hypothesized that those players who held less positive attitudes toward the game would be more likely to underreport their playing time. Comparing people's self‐reported weekly usage of an MMO , EverQuest II , with their actual average weekly usage of the game, data showed that age, education, lack of enjoyment playing the game, and lack of an online sense of community predicted greater levels of underreporting .