Corporate Psychopathy and Internet Video Game Addiction in the Workplace

Corporate Psychopathy and Internet Video Game Addiction in the Workplace

Youngkeun Choi
Copyright: © 2020 |Pages: 19
DOI: 10.4018/IJGCMS.2020070102
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Abstract

In general, if employees use video games excessively rather than working hard, it becomes a matter of great concern in the workplace. However, video game addiction studies in the workplace are rare. The present study was, therefore, developed to examine the organizational behaviors related to video game addiction in the workplace. For this, the present study collected data from 305 employees in Korean companies through a survey method and use a series of multiple regression. In the results, first, the more employees suffer from corporate psychopathy, then they are more likely to be addictive in the video game. Second, the more addictive employee is in the video game, their turnover intention and work to family conflict increase. Third, video game addiction mediates the relationship between corporate psychopathy and employees' turnover intention and work to family conflict. Finally, when employees perceive more support provided by the organization, they are less likely to be addicted to the video game, which is aroused by corporate psychopathy. For research contributions, first, this study is the first to empirically verify the antecedents and consequences of video game addiction in the workplace. Second, this study is the first to investigate the mediation of video game addiction empirically. Third, this study is the first to show perceived organizational support to buffer the relationship between corporate psychopathy and video game addiction.
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2. Theoretical Background And Hypothesis Development

2.1. Video Game Addiction

In family rooms across America, millions of children and teenagers are playing video games with virtual guns in their hands. In what sometimes seems like an increasingly violent world, it's only natural to worry about the effects of all this pixelated gore (Markey & Ferguson, 2017). More seriously, video game use has been addressed as addictive (Anderson et al., 2010). However, LaRose, Lin, & Eastin (2003) suggested restricting the term addiction to severe forms of media addiction that require clinical treatment. They argued that “problematic” or “excessive” media use in nonclinical populations might be more appropriately addressed as unregulated media usage that is based on deficient self-regulation. The present approach uses the phrase addictive tendencies to play video games rather than video game addiction to address those mechanisms in users that contribute to mild forms of media addiction symptoms in users of nonclinical samples. Most of the studies argued that it leads to pathological symptoms that are phenomenologically similar to signs of addictive disorders (Kuss & Griffiths, 2012). And video game addiction will be proposed for Section III of Diagnostic and Statistical Manual of Mental Disorders, 5th ed. (DSM-5, American Psychiatric Association, 2012). The new diagnosis will only refer to gaming and not to other internet-related problems, because most studies have been conducted in this field. However, some other studies argued that the addictive use of video games and other internet applications like social media could be distinguished (Young, Pistner, O'Mara, &Buchanan, 1999). Playing video games is a popular leisure-time activity (Williams, Yee, & Caplan, 2008). Notably, through the interactive media, video games can now be played with multiple friends in the same room or across the world and can also provide various opportunities for competitive and cooperative play (Vorderer, Hartmann, & Klimmt, 2003). Although the therapy or nature of video game addiction is different from other addiction, if employees use video games excessively rather than work hard, it can create negative consequences in the workplaces.

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