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Dive into the research topics where Zaheer Hussain is active.

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Featured researches published by Zaheer Hussain.


Cyberpsychology, Behavior, and Social Networking | 2008

Gender Swapping and Socializing in Cyberspace: An Exploratory Study

Zaheer Hussain; Mark D. Griffiths

Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. Given the relative lack of research in the area, the main aims of the study were to examine (a) the impact of online gaming (e.g., typical playing behavior) in the lives of online gamers, (b) the effect of online socializing in the lives of gamers, and (c) why people engage in gender swapping. A self-selecting sample of 119 online gamers ranging from 18 to 69 years of age (M = 28.5 years) completed a questionnaire. The results showed that just over one in five gamers (21%) said they preferred socializing online to offline. Significantly more male gamers than female gamers said that they found it easier to converse online than offline. It was also found that 57% of gamers had engaged in gender swapping, and it is suggested that the online female persona has a number of positive social attributes in a male-oriented environment.


Cyberpsychology, Behavior, and Social Networking | 2009

The attitudes, feelings, and experiences of online gamers: a qualitative analysis.

Zaheer Hussain; Mark D. Griffiths

The playing of massively multiplayer online role-playing games (MMORPGs) is now a highly popular leisure activity. The present study set out to explore the attitudes, experiences, and feelings of online gamers. The study entailed 71 interviews with online gamers (52 males, 19 females) from 11 different countries. Six main themes emerged from the analyses of the interview transcripts: (a) online gaming and integration into day-to-day lives; (b) online gaming, excessive play, and problems; (c) addiction; (d) psychosocial impact of online gaming; (e) online gaming, dissociation, and time loss; and (f) online gaming and the alleviation of negative feelings and mood states. These findings specifically showed how gamers used MMORPGs to alleviate negative feelings and provided detailed descriptions of personal problems that had arisen due to playing MMORPGs. The implications of these findings are discussed in relation to previous qualitative and quantitative research in the area.


Addiction Research & Theory | 2012

Online gaming addiction: Classification, prediction and associated risk factors

Zaheer Hussain; Mark D. Griffiths; Thom Baguley

Massively multiplayer online role-playing games (MMORPGs) have gained increased popularity over the last decade. Despite the many positives of gaming, alleged problems relating to MMORPG playing have emerged, more specifically in relation to addiction to MMORPGs among a small minority of players. This study set out to establish the prevalence of MMORPG addiction using validated addiction criteria. Factors relating to online gaming were examined to establish whether they were linked to MMORPG addiction. A self-selected sample of 1420 gamers ranging in age from 12 years to 62 years (mean age 23 years) completed an online questionnaire. The results showed that 44.5% of gamers were classified as addicted according to the polythetic format and 3.6% according to the monothetic format. Ordered logistic regression analysis showed that the variable years of gaming, total time spent playing online per week and employment status can have a major impact on the probability of MMORPG addiction. The implications of these findings for the assessment of MMORPG addiction are discussed.


Journal of behavioral addictions | 2017

Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal

Espen Aarseth; Anthony M. Bean; Huub Boonen; Michelle Colder Carras; Mark Coulson; Dimitri Das; Jory Deleuze; Elza Dunkels; Johan Edman; Christopher J. Ferguson; Maria C. Haagsma; Karin Helmersson Bergmark; Zaheer Hussain; Jeroen Jansz; Daniel Kardefelt-Winther; Lawrence Kutner; Patrick M. Markey; Rune Kristian Lundedal Nielsen; Nicole Prause; Andrew K. Przybylski; Adriano Schimmenti; Vladan Starcevic; Gabrielle Stutman; Jan Van Looy; Antonius J. van Rooij

Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming. The act of formalizing this disorder, even as a proposal, has negative medical, scientific, public-health, societal, and human rights fallout that should be considered. Of particular concern are moral panics around the harm of video gaming. They might result in premature application of diagnosis in the medical community and the treatment of abundant false-positive cases, especially for children and adolescents. Second, research will be locked into a confirmatory approach, rather than an exploration of the boundaries of normal versus pathological. Third, the healthy majority of gamers will be affected negatively. We expect that the premature inclusion of Gaming Disorder as a diagnosis in ICD-11 will cause significant stigma to the millions of children who play video games as a part of a normal, healthy life. At this point, suggesting formal diagnoses and categories is premature: the ICD-11 proposal for Gaming Disorder should be removed to avoid a waste of public health resources as well as to avoid causing harm to healthy video gamers around the world.


Electronic Commerce Research | 2009

Online gaming: a scoping study of massively multi-player online role playing games

Alex Meredith; Zaheer Hussain; Mark D. Griffiths

The popularity of Massively Multiplayer Online Role-Playing Games (MMORPGs) has risen greatly over the last few years. To date there has been very little published academic research concerning online gaming and even less on the different types of online games that exist. Given the lack of data, a scoping study was undertaken to examine the extent, range and nature of different MMORPGs. Data were collected relating to the twenty most popular MMORPGs. The primary aim was to present a summarised overview of all material reviewed. The secondary aim was to provide a thematic construction in order to present a narrative account of existing MMORPG literature. Overall, the scoping study found that whilst some games had received moderate, or even substantial attention, others have had no research conducted upon them at all. This presents a problem since the growth in both the player base and the industry suggests that a single psychological profile of ‘the gamer’ cannot be relied upon, and as such further research is required. It is hoped that this study suggests ways forward and helps set research agendas for future research into MMORPGs.


Computers in Human Behavior | 2015

An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games

Zaheer Hussain; Glenn A. Williams; Mark D. Griffiths

Latent Class Analysis revealed seven classes of motivations for playing MMORPGs.Five classes of gaming addiction-related experiences were extracted.Three classes of motivations for playing were linked to higher risk of addiction. Massively multiplayer online role-playing games (MMORPGs) are a popular form of entertainment used by millions of gamers worldwide. Potential problems relating to MMORPG play have emerged, particularly in relation to being addicted to playing in such virtual environments. In the present study, factors relating to online gaming addiction and motivations for playing in MMORPGs were examined to establish whether they were associated with addiction. A sample comprised 1167 gamers who were surveyed about their gaming motivations. Latent Class Analysis revealed seven classes of motivations for playing MMORPGs, which comprised: (1) novelty; (2) highly social and discovery-orientated; (3) aggressive, anti-social and non-curious; (4) highly social, competitive; (5) low intensity enjoyment; (6) discovery-orientated; and (7) social classes. Five classes of gaming addiction-related experiences were extracted including: (1) high risk of addiction, (2) time-affected, (3) intermediate risk of addiction, (4) emotional control, and (5) low risk of addiction classes. Gender was a significant predictor of intermediate risk of addiction and emotional control class membership. Membership of the high risk of addiction class was significantly predicted by belonging to a highly social and competitive class, a novelty class, or an aggressive, anti-social, and non-curious class. Implications of these findings for assessment and treatment of MMORPG addiction are discussed.


International Journal of Cyber Behavior, Psychology and Learning (IJCBPL) | 2015

Smartphone Use, Addiction, Narcissism, and Personality: A Mixed Methods Investigation

Claire Pearson; Zaheer Hussain

There are increasing numbers of people who are now using smartphones. Consequently, there is a risk of addiction to certain web applications such as social networking sites (SNSs) which are easily accessible via smartphones. There is also the risk of an increase in narcissism amongst users of SNSs. The present study set out to investigate the relationship between smartphone use, narcissistic tendencies and personality as predictors of smartphone addiction. The study also aimed to investigate the distinction between addiction specificity and co-occurrence in smartphone addiction via qualitative data and discover why people continue to use smartphones in banned areas. A self-selected sample of 256 smartphone users (Mean age = 29.2, SD = 9.49) completed an online survey. The results revealed that 13.3% of the sample was classified as addicted to smartphones. Higher narcissism scores and neuroticism levels were linked to addiction. Three themes of social relations, smartphone dependence and self-serving personalities emerged from the qualitative data. Interpretation of qualitative data supports addiction specificity of the smartphone. It is suggested smartphones encourage narcissism, even in non-narcissistic users. In turn, this increased use in banned areas. Future research needs to gather more in-depth qualitative data, addiction scale comparisons and comparison of use with and without SNS access. It is advised that prospective buyers of smartphones be pre-warned of the potential addictive properties of new technology.


Journal of behavioral addictions | 2017

An investigation into problematic smartphone use: The role of narcissism, anxiety, and personality factors

Zaheer Hussain; Mark D. Griffiths; David Sheffield

Background and aims Over the last decade, worldwide smartphone usage has greatly increased. Alongside this growth, research on the influence of smartphones on human behavior has also increased. However, a growing number of studies have shown that excessive use of smartphones can lead to detrimental consequences in a minority of individuals. This study examines the psychological aspects of smartphone use particularly in relation to problematic use, narcissism, anxiety, and personality factors. Methods A sample of 640 smartphone users ranging from 13 to 69 years of age (mean = 24.89 years, SD = 8.54) provided complete responses to an online survey including modified DSM-5 criteria of Internet Gaming Disorder to assess problematic smartphone use, the Spielberger State-Trait Anxiety Inventory, the Narcissistic Personality Inventory, and the Ten-Item Personality Inventory. Results The results demonstrated significant relationships between problematic smartphone use and anxiety, conscientiousness, openness, emotional stability, the amount of time spent on smartphones, and age. The results also demonstrated that conscientiousness, emotional stability, and age were independent predictors of problematic smartphone use. Conclusion The findings demonstrate that problematic smartphone use is associated with various personality factors and contributes to further understanding the psychology of smartphone behavior and associations with excessive use of smartphones.


Addiction Research & Theory | 2014

Social responsibility in online videogaming: What should the videogame industry do?

Shumaila Yousafzai; Zaheer Hussain; Mark D. Griffiths

The Massively Multiplayer Online Role Playing Game (MMORPG) genre is one of the fastest growing and most popular in the videogame industry. MMORPGs are an Internet-only, dynamic and highly interact...


Systems Research and Behavioral Science | 2018

Predictors of Problematic Smartphone Use: An Examination of the Integrative Pathways Model and the Role of Age, Gender, Impulsiveness, Excessive Reassurance Seeking, Extraversion, and Depression

Lewis Mitchell; Zaheer Hussain

Background: The progression of mobile phone technology has led to the development of multi-functional smartphones providing access to features such as social media, e-mail, and videos alongside the basic functions of a mobile phone. Increasing amounts of research has explored the potential addictive nature of smartphones to develop a theoretical framework that describes personality factors related to problematic use. The present study examined the Integrative Pathways Model and the effect of age, gender, impulsiveness, excessive reassurance seeking, extraversion, and depression on problematic smartphone use. Method: A total of 147 smartphone users (mean age = 30.96, SD = 12.97, 69.4% female) completed an online survey comprising of measures of problematic smartphone use, excessive reassurance seeking, extraversion, depression, and impulsiveness. Results: Age, impulsiveness, excessive reassurance seeking, and depression were all significantly related to problematic smartphone use, however extraversion was not significantly related. Furthermore, age and impulsiveness were significant independent predictors of problematic smartphone use. No gender differences were found. Conclusions: The findings presented several factors that predict problematic smartphone use, implications and suggestions for future research are discussed.

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Mark D. Griffiths

Nottingham Trent University

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Halley M. Pontes

Nottingham Trent University

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Nicole Prause

University of California

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