English Annotation # 2 About Video Games And Teenagers’ Mental Health

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Computers in Human Behavior 74 (2017) 286e293

Contents lists avai

Computers in Human Behavior

journal homepage: www.elsevier.com/locate/comphumbeh

Full length article

Schizotypal personality traits and problematic use of massively-
multiplayer online role-playing games (MMORPGs)

Adriano Schimmenti a, **, 1, Alexandre Infanti b, 1, Deborah Badoud c, Julien Laloyaux d, e, h,
Jo€el Billieux b, f, g, *

a Faculty of Human and Social Sciences, UKE – Kore University of Enna, Italy
b Laboratory for Experimental Psychopathology, Psychological Sciences Research Institute, Universit�e Catholique de Louvain, Louvain-la-Neuve, Belgium
c Developmental Clinical Psychology Unit, Department of Psychology, University of Geneva, Switzerland
d University of Bergen, Department of Biological and Medical Psychology, Bergen, Norway
e University of Li�ege, Psychology and Neuroscience of Cognition Research Unit, Li�ege, Belgium
f Internet and Gambling Disorders Clinic, Department of Adult Psychiatry, Cliniques Universitaires Saint-Luc, Brussels, Belgium
g Institute for Health and Behaviour, Integrative Research Unit on Social and Individual Development (INSIDE), University of Luxembourg, Esch-sur-Alzette,
Luxembourg
h NORMENT e Norwegian Center of Excellence for Mental Disorders Research, University of Oslo, Oslo, Norway

a r t i c l e i n f o

Article history:
Received 30 September 2016
Received in revised form
14 December 2016
Accepted 23 April 2017
Available online 24 April 2017

Keywords:
Internet gaming disorder
Schizotypy
MMORPG
Motivations
Video games

* Corresponding author. Institute for Health and Beh
University of Luxembourg, Maison des Sciences Huma
4366 Esch-sur-Alzette, Luxembourg.
** Corresponding author. Faculty of Human and Soc
versity of Enna, Cittadella Universitaria, 94100 Enna,

E-mail addresses: adriano.schimmenti@unikor

e

Billieux@uni.lu (J. Billieux).

1 Adriano Schimmenti and Alexandre Infanti equa
and are willing to share first authorship.

http://dx.doi.org/10.1016/j.chb.2017.04.048
0747-5632/

© 2017 Elsevier Ltd. All rights reserved.

a b s t r a c t

A link between maladaptive personality traits and an excessive use of massively multiplayer online role-
playing games (MMORPGs) has been documented. However, the role of schizotypal personality traits in
MMORPG use is understudied. The aim of this study was to explore the potential links between schiz-
otypal traits, motivations for playing MMORPGs, and symptoms of problematic MMORPG use. Eighty-
three MMORPG gamers were enrolled in the study. They filled out questionnaires measuring schizo-
typal personality traits and an adapted version of the same scale designed to measure in-game schiz-
otypal traits. All participants also filled out questionnaires assessing motivations for gaming and
disordered use of MMORPGs. Results of the study showed that the disorganized and interpersonal traits
of schizotypy decreased when participants were thinking about themselves in the virtual world.
Schizotypal traits, together with achievement and immersion motives, predicted problematic use of
MMORPGs. The findings of this study may suggest that schizotypal traits and motivations for playing can
interact and play a pivotal role in the onset and maintenance of problematic gaming.

© 2017 Elsevier Ltd. All rights reserved.

1. Introduction

Massively multiplayer online role-playing games (MMORPGs)
are computer games that allow many gamers to play in an evolving
virtual world at the same time via Internet servers open 24/7.
Thousands of gamers can be connected together and can explore,
cooperate, fight, and communicate when they need to or want to.

aviour, Research Unit INSIDE,
ines, 11, Porte des Sciences, L-

ial Sciences, UKE – Kore Uni-
Italy.
.it (A. Schimmenti), Joel.

lly contributed to this paper

When the player is offline, the virtual world continues to exist. The
most populated server of World of Warcraft (or WoW), one of the
most famous MMORPGs in the European Union, is Outland, which
had 778,576 characters in 2016 (Realm Pop, 2016).

Excessive involvement in MMORPGs has been linked to several
psychological and psychiatric constructs such as low self-esteem,
high social anxiety, feelings of loneliness, increased levels of
dissociation, reduced school performance, high impulsivity, and
addiction symptoms, among others (Billieux et al., 2011;
Schimmenti, Guglielmucci, Barbasio, & Granieri, 2012; Van Rooij,
Kuss, Griffiths, Shorter, Schoenmakers, & Van de Mheen, 2014;
Yee, 2006).

In the broad literature about MMORPGs, many studies have
explored the motivations of gamers (Ryan, Rigby, & Przybylski,
2006; Yee, 2006) and the impact of these motivations on the
problematic use of this type of game (Billieux et al., 2013, 2015;

mailto:adriano.schimmenti@unikore.it

mailto:Joel.Billieux@uni.lu

mailto:Joel.Billieux@uni.lu

http://crossmark.crossref.org/dialog/?doi=10.1016/j.chb.2017.04.048&domain=pdf

www.sciencedirect.com/science/journal/07475632

www.elsevier.com/locate/comphumbeh

http://dx.doi.org/10.1016/j.chb.2017.04.048

http://dx.doi.org/10.1016/j.chb.2017.04.048

http://dx.doi.org/10.1016/j.chb.2017.04.048

A. Schimmenti et al. / Computers in Human Behavior 74 (2017) 286e293 287

Fuster, Chamarro, Carbonell, & Vallerand, 2014; Kuss, Louws, &
Wiers, 2012). Several studies examined the motivations impli-
cated in the use of MMORPGs, and achievement (e.g., in-game
advancement, entering into competition) and immersion (e.g.,
role playing, using the virtual world to avoid real-life problems)
consistently emerged as important motivations related to their
excessive use (Billieux et al., 2015, 2013; Hellstr€om, Nilsson,
Leppert, & Aslund, 2012; Kirby, Jones, & Copello, 2014; Yee,
2006). It is worth noting that elevated involvement in MMORPGs
is not necessarily linked to problematic use associated with nega-
tive outcomes, which supports the relevance of distinguishing be-
tween high involvement e or passion e and addictive use (Billieux
et al., 2013; Burnay, Billieux, Blairy, & Larøi, 2015; Charlton &
Danforth, 2007). However, among video game users, MMORPG
players seem particularly prone to being affected by problematic
use (Hahn et al., 2014; Lem�enager et al., 2014; Stavropoulos, Kuss,
Griffiths, Wilson, & Motti-Stefanidi, 2017) and are even suscepti-
ble in certain cases to Internet gaming disorder (IGD), as conceptu-
alized by the current version of the Diagnostic and Statistical Manual
of Mental Disorders (DSM-5; American Psychiatric Association
[APA], 2013). IGD has been included in Section 3 of the DSM-5 as
a condition that requires further research before potentially being
considered as a mental disorder. IGD is described in the DSM-5 as a
form of behavioral addiction related to Internet gaming, which
shares behavioral similarities with gambling and substance use
disorders (APA, 2013, p. 796) for symptoms such as preoccupation
with the behavior, withdrawal and tolerance symptoms, and
inability to control the behavior. Moreover, a linkage has been
established between substance use (e.g., alcohol, cannabis, tobacco)
and problematic use of video games, with substance users being
two times more likely than non-substance users to present prob-
lematic use of video games (Van Rooij et al., 2014; Yen, Ko, Yen,
Chen, & Chen, 2009).

2. Relationships among schizotypal personality traits,
motivations for playing, and problematic use of MMORPGs

2.1. Schizotypal personality traits and Internet use

Notably, personality traits stand out as being among the most
important predictors of both motivations to play MMORPGs
(Collins, Freeman, & Chamarro-Premuzic, 2012; Graham & Gosling,
2013; Yee, 2006) and excessive use of the Internet (Dong, Wang,
Yang, & Zhou, 2013; Kayiş et al., 2016; Mehroof & Griffiths, 2010;
€Oztürk, Bektas, Ayar, €Ozgüven €Oztoranci, & Ya�gcı, 2015). For
example, a recent meta-analysis emphasized that people high in
neuroticism and low in extraversion, agreeableness, and openness
to experience are at increased risk for developing problematic
Internet use (Kayiş et al., 2016). This finding is mirrored in research
on personality disorders, where problematic Internet use has been
linked with personality disorders such as avoidant, borderline,
dependent, narcissistic, and schizoid (Floros, Siomos, Stogiannidou,
Giouzepas, & Garyfallos, 2014; Laconi, Andr�eoletti, Chauchard,
Rodgers, & Chabrol, 2016; Wu, Ko, & Lane, 2016).

Strikingly, few studies have examined the relationships between
schizotypal personality traits and problematic Internet use, and to
the best of our knowledge, no study has examined the interaction
between schizotypal traits and motives for playing MMORPGs in
the development of IGD symptoms. Schizotypal personality disor-
der is defined as a “pervasive pattern of social and interpersonal
deficits marked by acute discomfort with, and reduced capacity for,
close relationships as well as by cognitive or perceptual distortions
and eccentricities of behavior, beginning by early adulthood and
present in a variety of contexts” (APA, 2013, p. 655). It includes
symptoms such as ideas of reference, odd beliefs or magical

thinking, unusual perceptual experiences, odd thinking and speech,
suspiciousness or paranoid ideation, inappropriate or constricted
affect, eccentric behavior or appearance, lack of close friends or
confidents, and excessive social anxiety that does not diminish with
familiarity. Although schizotypal personality disorder is included as
a discrete diagnosis in the DSM-5, its conceptualization is under
debate. Some researchers (Aguirre, Sergi, & Levy, 2008; Raine,
2006) support Meehl’s (1962) proposal to conceive it as an over-
arching organization of the personality, mainly related to genetic
vulnerability to schizophrenia. According to these authors, schiz-
otypal individuals display biobehavioral, neurocognitive, and social
deficits that are qualitatively similar to, but quantitatively less se-
vere than, those found in patients with schizophrenia or other
psychotic disorders. Other researchers conceive schizotypy as a
combination of cognitive and emotional traits that are distributed
along a dynamic continuum from psychological well-being to
schizophrenia (Claridge, 1997; Fonseca-Pedrero, Paino, Lemos-
Gir�aldez, & Mu~niz, 2013). However, research is consistent in
showing that schizotypy is a multidimensional construct and that
three main dimensions of disordered functioning are involved in
schizotypal personality: (a) a cognitive-perceptual dimension, (b)
an interpersonal deficit dimension, and (c) a disorganized dimen-
sion (Fossati, Raine, Carretta, Leonardi, & Maffei, 2003; Raine et al.,
1994; Reynolds, Raine, Mellingen, Venables, & Mednick, 2000).

A linkage has already been established between schizotypal
traits and substance use disorder (Esterberg, Goulding, McClure-
Tone, & Compton, 2009); moreover, schizotypal symptoms such
as lack of close friends and excessive social anxiety could be related
to escapism motives and excessive use of the Internet. Thus, it is
surprising that research on the relationship between schizotypal
traits and problematic use of MMORPGs is so scant. Recently,
Truzoli, Osborne, Romano, and Reed (2016) examined the rela-
tionship between schizotypal traits and Internet addiction symp-
toms, also controlling for depression and anxiety, in a sample of 100
university students between 20 and 30 years of age. They found
significant associations between Internet addiction scores and the
schizotypal subcomponents of introverted anhedonia and impul-
sive nonconformity. However, Truzoli and colleagues did not
examine Internet activities in their sample, which is an important
limitation, as “Internet addiction” is now considered to reflect a
spectrum of related, yet relatively distinct, Internet-associated
disorders (e.g., dysfunctional involvement in online video games,
cybersex, or social networking) that may have both common and
unique etiological factors (Starcevic & Billieux, 2017). In another
study, Mittal, Tessner, and Walker (2007) compared 19 adolescents
with schizotypal personality disorders with 22 adolescents with
other types of personality disorders and 28 non-referred adoles-
cents and found that those with schizotypal personality disorder
tended to interact lesser with real-life friends and used the Internet
more for social interactions than did non-referred adolescents.
Moreover, in that study, playing cooperative online games was
positively associated with the severity of the schizotypal person-
ality disorder. Unfortunately, Mittal and colleagues did not examine
the type of online games participants were involved with (e.g.,
casual games or MMORPGs).

2.2. Schizotypal personality traits and motivations for playing
MMORPGs: a possible interaction

Many of the studies on the motives related to playing MMORPGs
are anchored in Yee’s (2006) seminal work on the motivations that
drive players in virtual worlds. Through in-depth qualitative
studies conducted with hundreds of MMORPG gamers, Yee
emphasized the existence of three broad motivation domains,
namely achievement, social, and immersion, which can be divided

A. Schimmenti et al. / Computers in Human Behavior 74 (2017) 286e293288

into subcomponents. Achievement motivations include the wish to
level up rapidly and increase skills (advancement motive), under-
stand the mechanisms of play (mechanics motive), and enter into
competition (competition motive). Social motivations refer to
creating relationships in game (relationship motive), socializing
(social motive), and practicing collaborative playing (teamwork
motive). Finally, the immersion motivation refers to the enjoyment
of discovering the virtual world (discovery motive), role playing
(role playing motive), customizing the avatar (customization
motive), and using the virtual world to relay or avoid real-life
problems (escapism motive). The structural validity of Yee’s model
of MMORPG-related motivations has been verified through
confirmatory factor analytic approaches, whereas its external val-
idity was established through links with in-game behaviors and
rankings (Billieux et al., 2013). Research has consistently shown
that motivations for playing are important predictors in the
development of problematic use of MMORPGs (Billieux et al., 2015,
2011; Yee, 2006). However, motivations for playing, as with moti-
vations in general, always emerge as a result of psychological and
contextual factors (Deci & Ryan, 2000; Ryan et al., 2006). It has
already been observed that personality traits stand out as relevant
variables to understand problematic Internet use. Thus, it is
possible that individuals with high levels of schizotypal traits may
fulfill some of their psychological needs in the context of
MMORPGs, and this might increase their motivations to play.

In fact, people who display schizotypal traits often show
excessive social anxiety, which might decrease when in an
MMORPG because of the context of virtuality and the mediation of
the computer for social interaction (e.g., the communication is
mediated by the avatar). Accordingly, interpersonal symptoms of
schizotypy might be reduced in play, as schizotypal-prone people
may feel more comfortable because they do not have to share their
feelings as much as in real life, may feel less stress when talking to
an unknown person, and may be more satisfied by less close re-
lationships. In addition, people with high levels of schizotypal traits
may find it easier to focus on the mechanics of the game rather than
the “relational side” of the Internet because of their constricted
affectivity.

Similar observations could be made for indicators of the
cognitive-perceptual and disorganized dimensions of schizotypy,
such as odd beliefs or eccentric behavior and appearance. In-
dividuals with high schizotypal traits may find it easier in the vir-
tual world to share with others their opinions and beliefs without
fear of judgment, and they may even feel more comfortable in the
virtual world because it is usually represented as a fantasy world
that includes peculiar rules and unlikely characters and events.
Therefore, these individuals may perceive less negative social
judgment when they play MMORPGs, as it is the avatar’s appear-
ance and behaviors that is observed by others. Moreover, the
presence of specific in-game reinforcement schedules (e.g., inter-
mittent reinforcement, unpredictable reward magnitude) and the
fact that certain behaviors are rewarded in the game but obviously
not in real life (e.g., beating other people, being the one who spent
the most time in a specific repetitive and not necessarily productive
behavior) may in some cases perpetuate the magical thinking and
odd beliefs of schizotypal individuals.

All of these considerations support the suggestion that exam-
ining the impact of schizotypal personality traits in individuals’
excessive involvement in MMORPGs could be relevant, as the
structural characteristics of these specific games and the opportu-
nities provided by the virtual world could make them particularly
motivating and attractive for some individuals with high schizo-
typal traits. In fact, understanding whether dysfunctional person-
ality traits interact with motivations for playing in exacerbating
problematic gaming behaviors, or even in generating IGD, could be

critical for research, prevention, and clinical purposes.

2.3. Purposes of the study

The current study constitutes a first attempt to shed light on the
relationships between schizotypal personality traits, motivations to
play MMORPGs, and problematic use of MMORPGs. More precisely,
we sought (a) to identify whether specific dimensions of schizotypy
were associated with IGD symptoms, (b) explore whether
MMORPG players reported different levels of schizotypal traits
when thinking about real-life or in-game behaviors, and (c)
investigate the interactions between schizotypy and motivations
for playing in predicting IGD symptoms. The hypotheses of the
study are as follows:

H1. Schizotypal personality traits are linked to the use of
MMORPGs. We predicted that schizotypal traits would be less
prominent when these traits are examined in relation to MMORPG
sessions, so that self-reported schizotypal traits would be
decreased when related to the game environment versus in real
life.

H2. Schizotypal traits are linked to motivations for gaming and to
symptoms of IGD. We predicted that (H2a) schizotypal traits would
predict motivations for gaming, (H2b) schizotypal traits would
predict IGD symptoms among gamers, (H2c) motivations for
gaming would add to the prediction of IGD symptoms, and (H2d)
significant interactions would be observed between schizotypal
traits and motivations for gaming in the prediction of IGD
symptoms.

3. Methods

3.1. Participants and procedure

Participants were French-speaking gamers who took part in
online surveys. Inclusion criteria included playing WoW, and
exclusion criteria were based on the reliability of the subject on the
socio-demographic measure and on labeling and identification is-
sues for outliers, according to Hoaglin and Iglewicz’s (1987) method
(e.g., self-reported level of the character higher than what is re-
ported in the official WoW websites, aberrant self-reported weekly
playing time, unreliable name of character or server). Gamers had
to report their gender, age, and mother tongue, as well as the name
of their main character, the server in which they play, their char-
acter level in the game, and finally the time they spend on the
Internet for WoW on a weekly basis.

In order to recruit participants, a Facebook event was created
and announcements posted on social networks and on the official
forum of WoW. Furthermore, flyers describing the research and
asking for participation were distributed at Louvain-La-Neuve in
Belgium. All participants were informed about the study and gave
online consent before starting the online survey. Anonymity of the
participants was guaranteed (no personal data were collected).
Participants had the possibility to participate in a lottery and win an
in-game item (a “pet” that can be used by all character classes) if
they completed the survey (the actual financial value of the pet is
equal to 10 Euros, and the likelihood of winning the prize was
approximately 10%). The ethical committee of the Psychological
Science Research Institute, Universit�e Catholique de Louvain,
approved the study protocol.

In total, 105 gamers agreed to participate in the study. Of these,
22 were excluded from the initial sample because they met the
exclusion criteria. The final sample consisted of 83 gamers (75.90%
males, mean age ¼ 23.95 years, SD ¼ 8.07). Gamers were on a PvE

A. Schimmenti et al. / Computers in Human Behavior 74 (2017) 286e293 289

server (55.4%), a PvP server (28.9%), an RP server (7.2%), or an RP-
PvP server (8.4%). They played WoW for more than 4 years
(64.3%), for 2e4 years (20.2%), for 1e2 years (10.7%), or less than 1
year (3.6%). The mean hours devoted weekly to WoW was 21.43
(SD ¼ 11.48, min ¼ 4, max ¼ 60). Briefing and debriefing was
provided to all participants.

3.2. Measures

3.2.1. Schizotypal Personality Questionnaire e Brief (SPQ-B)
The French version (Dumas et al., 2000) of the SPQ-B was used

in this study. The SPQ-B is a 4-point Likert scale containing 22
items, which is based on the SPQ questionnaire (74 items) devel-
oped by Raine (1991). The questionnaire measures the three di-
mensions of the schizotypal personality (cognitive-perceptual
dysfunction, interpersonal deficit, and disorganization). The
cognitive-perceptual dysfunction items (eight items, Cronbach’s
a ¼ 0.73) measure magical thinking, unusual experiences, ideas of
reference, and paranoid ideation (e.g., “When I shop, I’ve the feeling
that people notice me”). The interpersonal deficit items (eight
items, Cronbach’s a ¼ 0.86) measure lack of close friends, con-
stricted affectivity, social anxiety, and paranoid ideation (e.g., “I feel
very uncomfortable when I talk to people I don’t know well”).
Finally, the disorganization items (six items, Cronbach’s a ¼ 0.80)
measure odd speech and odd beliefs (e.g., “Some people think I’m a
very weird person”). Cronbach’s a for the entire SPQ-B in this study
was 0.91.

3.2.2. Schizotypal Personality Questionnaire e In game (SPQ-IG)
The SPQ-IG is a version of the SPQ-B that was specifically

adapted to the framework of the current study to test in-game
schizotypal experiences. The purpose of this measure was to
assess schizotypy in the context of WoW. The SPQ-IG assesses the
individuals’ schizotypal traits when they think about, and project,
themselves in the gaming context (i.e., when they think about
themselves playing WoW, and not during the game). The ques-
tionnaire contains the 22 items of the SPQ-B adapted to the context
of WoW and assessed on a 4-point Likert scale. A sample item for
the measure is “When I am in game, I feel very uncomfortable when
I talk to people I don’t know well” (related to the interpersonal
deficit). Cronbach’s alphas were 0.86 for the total score, 0.68 for the
cognitive-perceptual dimension, 0.82 for the interpersonal
dimension, and 0.76 for the disorganized dimension.

3.2.3. Motivations to Play Online Games Questionnaire (MPOGQ)
The players’ motives to engage in online games were measured

by the MPOGQ. The MPOGQ was developed by Yee (2006), and the
version used in this study was adapted to WoW (Billieux et al.,
2013). The questionnaire contains 39 items scored on a 5-point
Likert scale. Fourteen items measure the achievement motiva-
tions (a ¼ 0.85, e.g., “How important is it to you that your character
is as optimized as possible for their profession/role?”). Of these, six
assess the advancement (a ¼ 0.79), four the mechanics (a ¼ 0.66),
and four the competition (a ¼ 0.78) motivations. Eleven items
measure social motivation (a ¼ 0.78, e.g., “How often do you talk to
your online friends about your personal issues?”). Of these, four
assess socializing (a ¼ 0.81), three relationship (a ¼ 0.72), and four
teamwork (a ¼ 0.65) motivations. Finally, 14 items measure im-
mersion motivations (a ¼ 0.90, e.g., “How often do you play to relax
from the day’s work?”). Of these, four measure discovery (a ¼ 0.89),
four role playing (a ¼ 0.87), three customization (a ¼ 0.83), and
three escapism (a ¼ 0.72) motivations.

3.2.4. Internet Addiction Test (IAT)
A French version of the IAT (Khazaal et al., 2008) adapted to

WoW (Billieux et al., 2013, 2015) was used. The IAT was used in this
context as a measure of excessive use of WoW and impact on the
daily life of players (e.g., “Did you ever play WoW longer than you
had intended?”). The questionnaire consists of 20 items scored on a
5-point Likert scale (Cronbach’s alpha ¼ 0.85).

3.2.5. DSM-5 criteria for IGD (IGD-9)
The DSM-5 criteria (APA, 2013) for IGD were used to assess

symptoms of an addiction (i.e., the presence of symptoms such as
abstinence, tolerance, preoccupation, and withdrawal) to WoW (Ko
et al., 2014). A sample item is “When I don’t play for a while I’m
irritable, anxious, or sad”. The questionnaire consists of nine items
with a dichotomous scale (KR-20 ¼ 0.71).

4. Results

4.1. Difference between schizotypal traits in real life and in game

Descriptive statistics of SPQ-B and SPQ-IG scores, Pearson’s r
correlations between the SPQ variable pairs, and results of analysis
of variance with repeated measures (to control for potential con-
founding effects of gender and age) are reported in Table 1 in order
to illustrate the presence and magnitude of differences between
schizotypal traits in the real world (SPQ-B) and in game (SPQ-IG).
Gamers’ scores on overall schizotypal traits, the interpersonal
problem dimension, and the disorganized dimension significantly
decreased when traits were reported that referred to in-game ac-
tivities (SPQ-IG). The differences in the cognitive-perceptual
dimension of schizotypy offline and in game were, however, not
significant (see Table 1). Gender did not have a significant effect in
any of the models, whereas age had marginal effects on the dif-
ference between SPQ total scores (partial h2 ¼ 0.05, p ¼ 0.045) and
interpersonal scores (partial h2 ¼ 0.06, p ¼ 0.023), so that being
younger was related to higher SPQ scores on these scales.

Therefore, Hypothesis 1 was partially confirmed. The gamers’
attitudes in the context of the virtual world decreased their inter-
personal and disorganized schizotypal traits, but did not reduce
their cognitive-perceptual traits.

4.2. Do schizotypal traits predict motivations for gaming?

For testing Hypothesis 2a, we performed three sets of multiple
linear regressions with SPQ-B trait scales included as independent
variables (together with gender and age as potential covariates) in
order to test whether schizotypal traits would predict the
achievement (Model A), social (Model B), and immersion (Model C)
motivations. All three models were significant. Specifically, the
predictors explained 21.8% of the variance in Model A (F(6,76) ¼ 4.30,
p ¼ 0.002; t(constant) ¼ 4.25, p < 0.001), with only the cognitive- perceptual dimension of schizotypy significantly explaining any part of the variance of the achievement motivation score apart from the variance already explained by the other variables (b ¼ 0.29, 95% confidence interval [CI] [0.07, 1.13], t ¼ 2.23, p ¼ 0.03). For social motivation (Model B), the predictors explained 34.0% of the vari- ance (F(6,76) ¼ 7.94, p < 0.001; t(constant) ¼ 12.62, p < 0.001), with only the interpersonal dimension of schizotypy being a significant and negative predictor of social motivation apart from the variance already explained by the other variables (b ¼ -0.60, 95% CI [-0.82, -0.39], t ¼ 5.60, p < 0.01). The predictors explained 27.1% of the variance in Model C (F(6,76) ¼ 5.72, p < 0.001; t(constant) ¼ 2.21, p ¼ 0.030), and the cognitive-perceptual dimension of schizotypy was the only significant and positive predictor of the immersion motivation apart from the variance already explained by the other variables (b ¼ 0.29, 95% CI [0.10, 1.34], t ¼ 2.32, p ¼ 0.02). Gender and age did not add to the prediction in any of the models.

Table 1
Offline and in-game schizotypal traits: descriptive statistics, intercorrelations, and differences between reported traits.

SPQ-B
M (SD)

SPQ-IG
M (SD)

Correlation (r) F(1,80) P partial h
2

Schizotypal traits (total score) 48.52 (12.43) 45.87 (8.60) 0.76 8.97 0.004 0.101
Cognitive-Perceptual traits 16.17 (4.55) 15.71 (3.93) 0.61 1.37 0.246 0.017
Interpersonal traits 18.59 (5.49) 17.43 (4.32) 0.75 8.72 0.004 0.098
Disorganization traits 13.76 (4.14) 12.72 (3.13) 0.55 6.28 0.014 0.073

Note: SPQ-B ¼ Schizotypal Personality Questionnaire e Brief; SPQ-IG ¼ Schizotypal Personality Questionnaire e In Game.

A. Schimmenti et al. / Computers in Human Behavior 74 (2017) 286e293290

Hypothesis 2a was confirmed. The cognitive-perceptual traits of
schizotypy positively predicted the achievement and immersion
motivations, while the interpersonal traits of schizotypy were
negatively associated with social motivation.

4.3. Do schizotypal traits and motivations for gaming predict
symptoms of IGD?

We next performed correlational analysis (all dfs ¼ 81) to
explore the associations between IAT scores, IGD-9 scores, SPQ-B
scores, and MPOGQ scores in our sample of WoW players. The re-
sults of this analysis are shown in Table 2.

Both IAT scores and IGD-9 scores were positively associated with
all three schizotypal domains of the SPQ-B. In addition, the SPQ-B
total score was associated at r ¼ .46 (p < 0.001) with the IAT score and at r ¼ .47 (p < 0.001) with the IGD score. Moreover, the SPQ-B total score was significantly correlated with all three do- mains of motivation for playing, i.e., positively associated with achievement (r ¼ 0.27, p ¼ 0.013) and immersion (r ¼ 0.43, p < 0.001) and negatively associated with social motivations (r ¼ - 0.41, p < 0.001). Notably, Table 2 shows that the IAT and IGD-9 patterns of association with the MPOGQ scales were similar: both IAT scores and IGD-9 scores were negatively associated with teamwork (a facet of social motivation), whereas they were posi- tively associated with advancement and mechanics (two facets of achievement motivation) and with customization and escapism (two facets of immersion motivation). IAT scores were also associ- ated with role playing (a facet of immersion motivation). This supported our hypothesis that all three factors e achievement, social, and immersion motivations e were related to problematic use of MMORPGs. In fact, IAT and IGD-9 scores were similarly correlated with achievement (r ¼ 0.48, p < 0.001, and r ¼ 0.43, p < 0.001, respectively), social (r ¼ -0.24, p ¼ 0.032, and r ¼ �28, p ¼ 0.009, respectively), and immersion (r ¼ 0.39, p < 0.001, and

Table 2
Pearson’s r correlations between problematic use of WoW, gaming addiction symptoms,

2. 3. 4. 5. 6. 7.

1.IAT 0.37 ** 0.77** 0.39** 0.46** 0.56** 0.33**

2. IGD-9 e 0.41** 0.44** 0.38** 0.55** 0.26*

3. SPQ-B Cognitive-Perceptual e 0.55** 0.68** 0.30** �0.04
4. SPQ-B Interpersonal e 0.74 0.32** 0.04
5. SPQ-B Disorganized e 0.34** 0.06
6. MPOGQ Advancement e 0.51**

7. MPOGQ Mechanics e
8. MPOGQ Competition
9. MPOGQ Socialization
10. MPOGQ Relationship
11. MPOGQ Teamwork
12. MPOGQ Discovery
13. MPOGQ Role play
14. MPOGQ Customization
15. MPOGQ Escapism

Note: IAT ¼ Internet Addiction Test; IGD-9 ¼ DSM-5 Criteria for Internet gaming disorde
Play Online Games Questionnaire. *p < 0.05, **p < 0.01.

r ¼ 0.29, p ¼ 0.007, respectively) domains.
On the basis of correlational analyses, which showed that a high

correlation between IAT and IGD-9 scores existed in our gamers
sample, we followed a robust approach to data analysis on the
clinical construct by running a principal component analysis on
these two variables. We aimed to determine the linear combination
of the two measures that can summarize the gamers’ results and at
the same time maximize the explained variance. As expected, one
component was extracted (eigenvalue ¼ 1.77), which explained
88.58% of the variance. Gamers’ regression scores on this compo-
nent were then used as a composite measure of IGD, as this variable
was generated by combining symptoms of excessive and prob-
lematic use of WoW (IAT) with specific symptoms of Internet
gaming disorder (IGD-9).

We entered this IGD variable as a dependent variable into a
hierarchical regression analysis. The gender and age of gamers were
entered as predictors in Step 1 to control for these potential cova-
riates in the regression model, SPQ-B total scores were entered as
predictors in Step 2 to test for Hypothesis 2b, and achievement,
social, and immersion motivations were entered as predictors in
Step 3 to test Hypothesis 2c. The results of this analysis are pre-
sented in Table 3.

The final model presented in Table 3 was significant
(F(6,76) ¼ 10.07, p < 0.001; t(constant) ¼ �2.53, p ¼ 0.012) and explained 44% of the variance in the IGD variable (R2 ¼ 0.443). Hypotheses 2b and 2c were supported. SPQ-B scores significantly and positively predicted IGD scores at both Step 2 and Step 3 (supporting Hypothesis 2b), and the achievement and immersion motivations added to the prediction of IGD scores (supporting Hypothesis 2c). Gender, age, and social motivations for playing did not predict IGD scores in the model.

For testing Hypothesis 2d, we used the PROCESS macro (Hayes,
2013) for moderation analyses. Specifically, we examined the
possible interactions between the SPQ-B total scores (predictor)

schizotypal traits, and motivations for gaming.

8. 9. 10. 11. 12. 13. 14. 15.

0.20 �0.09 �0.10 �0.33** 0.20 0.27* 0.37** 0.49**
0.14 �0.15 �0.13 �0.35** 0.11 0.19 0.28* 0.44**
0.19 �0.05 �0.20 �0.27* 0.26* 0.38** 0.46** 0.23*
0.12 �0.33** �0.36** �0.40** 0.18 0.32** 0.35** 0.14
0.14 �0.16 �0.25* �0.27* 0.22* 0.37** 0.44** 0.18
0.49** �0.01 �0.06 �0.31** 0.10 0.25* 0.34** 0.33**
0.36** 0.09 0.21 �0.07 �0.19 �0.09 0.03 0.22
e 0.14 0.11 �0.03 �0.11 0.07 0.18 �0.07

e 0.36** 0.29** 0.17 0.16 0.04 0.03
e 0.29** �0.03 �0.01 �0.13 0.05

e �0.22 �0.19 �0.42** �0.23*
e 0.59** 0.53** 0.30**

e 0.64** 0.34**

e 0.39**

e

r; SPQ-B ¼ Schizotypal Personality Questionnaire e Brief; MPOGQ ¼ Motivations to

Table 3
Hierarchical regression analysis predicting Internet gaming disorder.

Step 1 Step 2 Step 3

b t p 95% CI sr b t p 95% CI sr b t p 95% CI sr

Gender (female) �0.19 �1.72 0.09 �0.94e0.07 �0.19 �0.20 �2.06 0.04 �0.89e�.02 �0.23 �0.14 �1.57 0.12 �0.74e0.09 �0.18
Age �0.09 �0.83 0.41 �0.04e0.02 �0.09 0.10 0.99 0.32 �0.01e0.04 0.11 0.12 1.20 0.23 �0.01e0.04 0.14
SPQ- B Schizotypy 0.53 5.22 <0.01 0.03e0.06 0.51 0.30 2.68 0.01 0.01e0.04 0.29 MPOGQ Achievement motivation 0.35 3.75 <0.01 0.02e0.06 0.40 MPOGQ Social motivation �0.11 �1.12 0.27 �0.05e0.02 �0.13 MPOGQ Immersion motivation 0.22 2.24 0.03 0.00e0.04 0.25 F (2,80) ¼1.84 (3,79) ¼10.72 (6,76) ¼10.07 R2 change ¼.04 ¼.25 ¼.15 p ¼.165 <0.001 <0.001

Note: SPQ-B ¼ Schizotypal Personality Questionnaire e Brief; MPOGQ ¼ Motivations to Play Online Games Questionnaire; CI ¼ confidence interval.

Fig. 1. Symptoms of Internet gaming disorder at different levels of schizotypy and
immersion motives for playing.

A. Schimmenti et al. / Computers in Human Behavior 74 (2017) 286e293 291

and the motivations for gaming (moderators) in the prediction of
IGD symptoms. We applied Model 1 with 1000 bootstrap samples.
We did not find significant interactions between SPQ-B and
achievement motivation (t ¼ 1.33, p ¼ 0.19, n.s.) or between SPQ-B
and social motivation (t ¼ 1.13, p ¼ 0.26, n.s.) in the prediction of
IGD symptoms. However, we found a significant interaction be-
tween SPQ-B and immersion motivation (t ¼ 2.31, p ¼ 0.046). Thus,
we examined the relationship between SPQ-B and IGD symptoms
at different values (at �1 SD, mean, þ1 SD) of the predictor (SPQ-B
total scores) and of the moderator (immersion scores), as suggested
by Aiken and West (1991). We observed that higher immersion
usually corresponded to higher scores in IGD symptoms and that an
increase in SPQ-B scores were generally related to an increase in
IGD symptoms, but also that the three slopes were differently in-
clined (see Fig. 1), so that schizotypal traits had less influence than
immersion at lower levels of IGD symptoms, but became more and
more relevant at higher levels of IGD symptoms.

Thus, Hypothesis 2d was partially confirmed. We did not find
significant interactions between schizotypal traits and achieve-
ment or between schizotypal traits and social motivations for
playing in the prediction of IGD symptoms, but we found that
schizotypal traits interact with immersion motivations for playing
in the prediction of these symptoms.

5. Discussion

In the current study, we examined the relationships between

schizotypal traits, motives for playing, and IGD symptoms.
Consistent with our hypotheses, MMORPG players reported that
their schizotypal traits were reduced when they were involved in
gaming. This finding is consistent with the theory suggesting that
people with higher psychological vulnerabilities may use virtual
worlds as a psychic retreat to avoid dealing with real-life difficulties
and anxieties (Schimmenti & Caretti, 2010; Schimmenti et al.,
2012). This process can be described in terms of a coping mecha-
nism, i.e., a compensatory strategy through which individuals may
try to overcome their psychological and relational difficulties
through excessive involvement with MMORPGs (Kardefelt-
Winther, 2014). However, our findings suggest that this strategy
could be maladaptive for people with more marked schizotypal
traits. In fact, despite the current study showing that the inter-
personal and disorganization dimensions of schizotypy decreased
during MMORPG sessions, it also revealed that higher schizotypal
traits are negatively associated with social motivations for playing
and positively associated with achievement and immersion moti-
vations. Accordingly, in some cases, playing MMORPGs in the long
run might reinforce, rather than reduce, schizotypal symptoms in
real life, such as lack of close friends, social anxiety, constricted
affectivity, or magical thinking.

In the current sample of WoW gamers, this observation is also
reflected in the positive association between schizotypal traits and
IGD scores. This finding is consistent with previous research
(Truzoli et al., 2016) and suggests that schizotypal traits might play
a relevant role in the onset and maintenance of IGD. Moreover,
achievement and immersion motivations added to the prediction of
IGD symptoms, which is consistent with previous research (Billieux
et al., 2013, 2015). Furthermore, a significant interaction between
schizotypal traits and the immersion motivation was shown, so that
these two factors interacted in the prediction of IGD scores. Strik-
ingly, the effects of schizotypal traits on such an interaction were
more evident at higher levels of the IGD variable, where the strong
effects of the immersion motivation became less relevant if a higher
level of schizotypal traits was displayed. In other words, some
schizotypal-prone individuals might be at increased risk of devel-
oping excessive use of MMORPGs (and potentially other virtual
environments) to cope with the difficulties they encounter in “real”
life.

This research comes with a number of limitations. The sample is
not overly large and is not representative of the population, and so
the findings cannot be generalized. Moreover, it is not possible to
establish causal links with our correlational design; thus, longitu-
dinal studies are greatly needed to clarify our findings on the
relationship between schizotypal traits, motivations for playing,
and IGD symptoms. Despite our attempts to develop a robust var-
iable for assessing IGD, the data were collected through self-report
measures, and so the accuracy of individual reports cannot be

A. Schimmenti et al. / Computers in Human Behavior 74 (2017) 286e293292

guaranteed. A multi-method assessment is warranted for future
research on the topic.

Despite its limitations, this study is the first to examine schiz-
otypal traits, motivations for playing, and IGD symptoms in a
sample of MMORPG players, providing convincing indications that
schizotypy could be an important factor to consider for people with
IGD. In sum, our findings suggest that schizotypal traits can affect
the motivations for playing and can play a pivotal role in excessive
and dysfunctional uses of MMORPGs. This result has important
theoretical and conceptual implications. In fact, on a theoretical
level, our study suggests that IGD may emerge in some people as
the result of a dysfunctional compensatory strategy to cope with
maladaptive personality traits.

This view is important in that it challenges the current trend
that consists in systematically conceptualizing IGD as an addictive
behavior, within the lens of the biomedical model of substance
dependence (Ko et al., 2014; Petry & O’Brien, 2013). In contrast, the
current findings are consistent with recent data showing that
dysfunctional involvement in online games is a highly heteroge-
neous disorder composed of various subtypes (Billieux et al., 2015)
that can be conceptualized either as primary addictive-, obsessive-,
or impulsive-like disorders, or as secondary disorders (or coping
strategies) displayed to face life adversity or pre-existing psycho-
pathology (Kardefelt-Winther, 2014; Schimmenti & Caretti, 2010;
Schimmenti et al., 2012). In this vein, the current study adds to
the literature by highlighting that schizotypy-related features
might be central when it comes to considering the psychopatho-
logical variables responsible for the development of IGD as a
consequence of another disorder. It is worth noting that this
reasoning is supported by clinical data, obtained in a behavioral
addiction outpatient program where IGD is the most frequent
condition treated, showing that psychosis-related disorder is the
second most frequent comorbid diagnosis encountered after social
phobia in treatment-seeking cases (Thorens et al., 2014). The pre-
sent study also has implications vis-�a-vis diagnosis and treatment
of IGD. More precisely, it appears to be crucial to determine
whether or not IGD symptoms reflect a coping strategy in order to
avoid proposing treatments that target addictive behaviors (e.g.,
motivational interviewing, relapse prevention) in persons display-
ing other types of psychopathological problems. Indeed, although
such treatments may or may not mitigate gaming behaviors, they
will unlikely affect the factors underlying IGD symptoms. To
conclude, the present findings suggest that it could be useful to
assess the presence and severity of schizotypal symptoms and the
motives for playing in individuals who display symptoms of IGD, as
this could help clinicians differentiate between primary and sec-
ondary disorders, guide their understanding of the origin of the
symptoms, and foster individualized psychological interventions.

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  • Schizotypal personality traits and problematic use of massively-multiplayer online role-playing games (MMORPGs)
  • 1. Introduction
    2. Relationships among schizotypal personality traits, motivations for playing, and problematic use of MMORPGs
    2.1. Schizotypal personality traits and Internet use
    2.2. Schizotypal personality traits and motivations for playing MMORPGs: a possible interaction
    2.3. Purposes of the study
    3. Methods
    3.1. Participants and procedure
    3.2. Measures
    3.2.1. Schizotypal Personality Questionnaire – Brief (SPQ-B)
    3.2.2. Schizotypal Personality Questionnaire – In game (SPQ-IG)
    3.2.3. Motivations to Play Online Games Questionnaire (MPOGQ)
    3.2.4. Internet Addiction Test (IAT)
    3.2.5. DSM-5 criteria for IGD (IGD-9)

    4. Results
    4.1. Difference between schizotypal traits in real life and in game
    4.2. Do schizotypal traits predict motivations for gaming?
    4.3. Do schizotypal traits and motivations for gaming predict symptoms of IGD?
    5. Discussion
    References

The different colors are here to show you the five different parts of each

annotation. Your annotations do not need color and should simply be typed

in black.

Toto, Christian. “Donning The Uniform; Proponents give A+ To Student Dress Code.”

Washington Times, 24 Mar. 2003, B01. Nexis Uni, advance.lexis.com/api/permalink/

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Christian Toto is a freelance reporter and an award-winning journalist. He has been

writing for newspapers, magazines, and the Web for over ten years, and his work has appeared in

People magazine, MovieMaker magazine, The Denver Post, The Pittsburg Tribune-Review and

The Washington Times. He also provided movie commentary for the Dennis Miller Show and

runs the blog, “What Would Toto Watch?” He is also a member of the Broadcast Film Critics

Association, the Washington DC Area Film Critics Association, and the Denver Film Critics

Society. He currently resides in Denver, Colorado and frequently writes about popular culture

for The Washington Times. (“Topic-Christian Toto.” The Washington Times, The Washington

Times, n.d. washingtontimes.com/topics/christian-toto/. Accessed 3 Aug.

2017.)

Toto writes about the positive impact that school uniforms have had in the Southeast.

Toto interviewed a mother whose four children attend schools that require uniforms, and he

discusses the reasons uniforms are growing in popularity and numbers across the nation. The

parents that he interviewed all said that uniforms have eased their children’s lifestyle and

enhanced their performance in school. Toto writes that in addition to unifying the population of

school, school uniforms have also helped with school safety because no students have been

caught smuggling weapons and there is also significantly less fighting among the students. Toto

also discusses the complaints about uniforms from parents; he writes that the only complaint that

parents had was the high price of the uniforms. However, some parents have donated uniforms

outgrown by their children to help those who cannot afford them. Overall, he explains that the

students and parents have embraced the mandatory uniform policy due to all the positive results,

from elevated mock SAT scores to significantly less brawls in the school. This article will be

helpful in my essay because I can use the author’s research about how school uniforms have

positively affected students’ performance in school to support my argument that schools should

adopt a uniform policy. Another part of the article that I find really helpful is that Toto offers a

solution to the complaints from the parents about the high prices of uniforms. Toto’s article

extends some of the concerns from parents that my article by Mark Johnson only briefly

mentions.

Vitale, Robert “Opinions overflow – Folks at a meeting about a Hilltop Casino were split

between creating jobs or making a dumping ground.” Columbus Dispatch, 6 Jan. 2010,

01A. Nexis Uni, advance.lexis.com/api/permalink/b01c400e-6695-48af-a924-

271fdf1268c9/?context=1527720. 13 Aug. 2017.

Robert Vitale has been a reporter for The Columbus Dispatch since 2004. He graduated

from Ball State University in 1987, and began his career as an editor for The News Dispatch in

Michigan City, Indiana. For over 20 years, Vitale has extended his reporting efforts with the

Lansing State Journal, The Sheboygan Press, and Thomson Newspapers in Washington D.C.

(“Robert Vitale.” Facebook, Facebook, Inc., n.d., facebook.com/bob.vitale.1. Accessed 13 Aug.

2017.)

Vitale details the growing concerns local residents have about Columbus’ decision for a

casino location. The public meetings that were held in 2010 gave casino developers and city

officials clearer insight on what the people on the West Side wanted to gain as a result of the

casino being built in their neighborhood. Vitale writes about the emotional pleas many lifelong

residents of the Hilltop area extended to the panel of leaders at the Greater Hilltop Area

Commission meeting. This article shows the determination for a positive change in an area of

Columbus that rarely gets any attention. This article will be useful because of the predetermined

ideas and concerns that were voiced among area commissions and city leaders. Vitale writes

about how Penn National, the current casino developer, needed additional feedback as they

continued to map out plans for choosing the right location for their building. This also will be a

great addition because I will be able to compare these predicted concerns with those of

neighboring cities (as described in my other article by Corbin Smith) that have already begun to

see the effects of constructing a casino in their city.

Appleby, Andrew D. “Pay at the Pump: How $11 per Gallon Gasoline Can Solve the United

States’ Most Pressing Challenges.” Cumberland Law Review, vol. 40, no. 1, Jan. 2009,

pp. 3-85. EBSCOhost, cscc.ohionet.org/login?url=http://search.ebscohost.com/login.

aspx?direct=true&AuthType=cookie,ip,uid&db=a9h&AN=50467181&site=ehost-live.

Accessed 18 Aug. 2017.

Andrew D. Appleby was a Graduate Tax Scholar in the LL.M. in Taxation program at

Georgetown University Law Center in 2010. Prior to focusing on tax law, he was an associate in

the Energy Infrastructure, Climate, & Technology Group of a leading Atlanta-based law firm. He

has earned the following degrees: J.D. 2008, Wake Forest University School of Law; M.B.A.

2004, University of Massachusetts-Amherst; B.S. 2003, Florida State University. (“Andrew D.

Appleby.” Sutherland, Sutherland Asbill & Brennan LLP, n.d., us.eversheds-sutherland.com/

people/Andrew-D-Appleby. Accessed 29 July 2017. & “Andrew D. Appleby.” Martindale,

Martindale-Hubbell, n.d., martindale.com/new-york/new-york/andrew-d-appleby-44882691-a/.

Accessed 29 July 2017.)

Appleby determines that most of our country’s problems are a result of our addiction and

over-consumption of foreign oil. His major points for change revolve around national security,

climate change, and public health. He believes the solution to the problem would be to greatly

increase the tax on gasoline so that most consumers would literally be unable to afford it. This

would force the expansion of alternative energy solutions. Basically, he predicts that if the price

of gas were to be raised to $11/gal, everyone would drive a hybrid or electric car. He also shows

that new jobs could be created if the percentage of hybrid cars would increase. I can use the

article because it has a lot of powerful examples and statistics about hybrid cars and spending.

Appleby is a big hybrid car supporter. His theory seems so much different than the simple ones

explained in my other articles. They just argue that people should get hybrid cars, but Appleby

takes it a step further and suggests “making” people buy hybrids.

Ferenchik, Mark. “Study: Casino to revitalize West Side.” Columbus Dispatch, 14 July 2011,

1B. Nexis Uni, advance.lexis.com/api/permalink/b01c400e-6695-48af-a924-

271fdf1268c9/ ?context=2834161. Accessed 2 Aug. 2017.

Mark Ferenchik has been a reporter for The Columbus Dispatch since 1998. He graduated

from Kent State University in 1984 with a bachelor’s degree in journalism. His career began by

working as a county court reporter for The Medina County Gazette in Medina, Ohio. He also

continued his efforts as a county, city, and enterprise reporter for The Repository in Canton,

Ohio. Currently, his writing and reporting focuses on urban development, government issues and

sports writing. (“Mark Ferenchik.” linkedin.com, LinkedIn Coporation, n.d., linkedin.com/in/

mark-ferenchik-9351b57. Accessed 1 Aug. 2017.)

Ferenchik writes about the city’s proposals and efforts to expedite the construction

process of the casino development in Columbus. He details how the changing demographics of

the city’s west side will impact how new businesses are marketed to. For instance, he clarifies

that 26% of the people in the area are Latino and developers will have to carefully determine

how to market to them. Marketing, Ferenchick explains, will play a pivotal role for investors and

much attention will need to be given to the already vacant business community. One study

indicated that an increase in annual visitors would ultimately provide $450 million of revenue for

nearby businesses, restaurants and hotels. Ferenchick also reports that the decision to develop a

casino and other new businesses on the West Side will motivate land-developers into

constructing a multi-sport athletic center for AAU athletes, including basketball, volleyball,

indoor track, soccer and mixed martial-arts competitions. This article will be useful for my essay

because it gives insight on what city officials have in store for the west side of Columbus. This

will also provide valid information regarding surrounding business and the positive economic

outlook. Unlike some of my other articles— especially the one by Smithson—this article looks at

the casino as a very positive addition to the community.

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