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Research Article

Using literature-based discovery to develop hypotheses for the moderating effect of massively multiplayer online games

[version 1; peer review: 1 not approved]
PUBLISHED 13 Jan 2023
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Abstract

Background: Empirical studies have shown that the relationship between psychological flow state and game addiction tends to be weaker in massively multiplayer online (MMO) games compared with non-MMO games. However, a theoretical explanation for the moderating effect of MMO games is lacking in the literature. This paper uses interview data and a method for generating hypotheses, literature-based discovery (LBD), to identify potential moderating factors and develop theories about this relationship.
Methods: The proposed method involved text mining 2,829 abstracts to generate a keyword list of potential underlying moderating factors. Interview data from three domain experts confirmed the usefulness of LBD. Instead of arriving at game addiction primarily through flow, the interview data revealed that different cognitive pathways may lead to game addiction in MMO games.
Results: Specifically, the identified keywords led to three explanations for the observed moderating effect: (1) social interaction in MMOGs may prevent the progression from flow to game addiction or induce positive peer influence; (2) game performance typically measured using a score- or point-based system in non-MMO games offers an extrinsic motivation that is more in line with flow theory; and (3) intrinsic motivation and escapism may be more important drivers of MMO game addiction. This paper summarizes the domain experts’ views on the usefulness of LBD in theory development.
Conclusions: This paper uses literature-based discovery (LBD) to demonstrate how the pathways to game addiction in MMO games differ from non-MMO games. LBD is a method for generating hypotheses seldom used in the social science literature.

Keywords

Literature-based discovery, massively multiplayer online games, flow, addiction

Introduction

Although there is still an ongoing discussion on whether game addiction exists (Griffiths 2000, Pontes 2018), the World Health Organization’s (WHO 2018) recent recognition of game addiction as a mental disorder signifies the increased prevalence of problematic game play in modern societies and the importance of continuing research efforts to understand the cognitive mechanisms that lead to game addiction. Systematic reviews have summarized the factors that contribute to game addiction (Kuss and Griffiths 2012, Karmakar 2020, Juthamanee and Gunawan 2021), but the relationships between these factors represent a knowledge gap that must be closed in the future (Juthamanee and Gunawan 2021).

A key factor often overlooked in game addiction research is the role of game genres. Na et al. (2017) showed that the factors that contribute to addiction differ in different game genres, which implies that the underlying cognitive mechanisms leading to game addiction may also differ between genres. For example, flow theory is a popular explanation for game addiction because it suggests that psychological flow states cause game addiction. A recent meta-analysis (Li et al. 2021) showed that this relationship was significantly weaker in massively multiplayer online (MMO) games. However, a theoretical explanation for the moderating effect of MMO games is lacking in the literature.

To contribute to theory development along this line of research, this paper proposes the use of a method for generating hypotheses, literature-based discovery (LBD), which was pioneered by Swanson (1986) in the field of medical science. In this work, Swanson noted that Raynaud’s disease (Concept A) was linked to its effect on blood viscosity (Concept B), which in turn was related to a possible treatment in the form of fish oil (Concept C) (see Figure 1). Therefore, concepts A and C are likely to be related in the same way (Swanson 1986). This work represented a potential breakthrough because no previous study had investigated the relationship between Raynaud’s disease and fish oil.

8c04fcc9-6f64-4c1e-bee6-c25246be6bcd_figure1.gif

Figure 1. Swanson’s ABC Model.

In particular, LBD is useful in addressing the problem of knowledge overspecialization typically seen in multidisciplinary research topics. Knowledge overspecialization occurs when the growing body of literature in different domains makes it difficult for researchers in one domain to keep up with the related research in other domains, resulting in ineffective knowledge sharing. LBD has been broadly applied in the biomedical and physical sciences in addition to some engineering sciences. For example, Gordon et al. (2002) showed how LBD can be used to identify new genetic engineering applications by searching the Internet. Weber (2003) used LBD to discover a new drug application for thalidomide by searching the academic literature. Agosti et al. (2011) applied LBD to information acquisition, inspection, and interpretation of user interactions in information management system logs.

The remainder of this paper is organized as follows. The Literature Review section critically considers the relevant literature and identifies a knowledge gap that this paper helps to close. The Methodology section describes our search process, the extraction of relevant keywords, and the collection of interview data from three domain experts. The Discussion section interprets the interview data and provides a theoretical explanation for the moderating effect of MMO games on the relationship between flow and game addiction. Finally, the Conclusion section summarizes our findings and identifies a few future research directions.

Literature review

One of the popular theories to explain addiction is flow theory. Csikszentmihályi (1975) coined the term “flow” to describe the mental condition of full immersion in an activity. Central to this theory is the balance between the challenge presented by a task and the skill level of the person completing the task. In the context of video games, players experience anxiety when their skills do not match the difficulty of the task. However, players’ skill levels increase when they spend more time playing a game. Players achieve the flow state when the game challenges are balanced by their skill levels, and they feel a deep sense of enjoyment. As their skill levels continue to increase, however, players may find the game too easy and become bored. They then look for greater challenges to restore and maintain their flow state. They shift between “anxiety,” “flow,” and “boredom” states as the game progresses. In this way, players exchange playing time for satisfaction, which could lead to game addiction (Rau et al. 2006). Consistent with flow theory, many game addiction studies have shown a positive correlation between flow states and game addiction (e.g., Chou and Ting 2003, Hull et al. 2013, Ballabio et al. 2017).

Other contributing factors to game addiction include players’ sociodemographic characteristics (e.g., Chen et al. 2015, Bianchini et al. 2017), personality traits (e.g., Andreassen et al. 2013, Dong et al. 2013), perceived enjoyment (Hull et al. 2013, Moslehpour and Batjargal 2013), and perceived benefits (e.g., Adiele and Olatokun 2014, Lee et al. 2017). However, uncoordinated multidisciplinary investigations make it difficult to incorporate these different factors into a comprehensive model for game addiction. In addition, contextual factors may exist. For example, Na et al. (2017) highlighted game genres as an under-researched factor in game addiction and showed that different factors have varying degrees of statistical significance in explaining addiction across different game genres. In the same vein, a recent exploratory meta-analysis conducted by Li et al. (2021) showed that the relationship between flow states and game addiction was significantly lower in MMO games than in non-MMO games (see Figure 2).

8c04fcc9-6f64-4c1e-bee6-c25246be6bcd_figure2.gif

Figure 2. Moderating effect of MMO games.

Billieux et al. (2015) explained that MMOGs differ from other games in three ways. First, the virtual world of MMOGs exists independently of players. Second, players can level up by completing missions or quests to obtain new powers, skills, and game items. Finally, in-game social interactions are facilitated by allowing players to communicate easily with each other and form virtual social networks, known as guilds or clans. Some of these unique characteristics may make MMO games more addictive than non-MMO games. However, it remains unclear how the cognitive mechanisms leading to game addiction differ in MMO games. Laconi et al. (2017) explored the relationships between Internet gaming disorder, time spent on the Internet, player motives, game genres, and psychopathology. Kircaburun et al. (2018) showed how dark personality traits have a mediating role in problematic online gaming behavior alongside the moderating effects of game types. However, this is still an under-researched area in the game addiction literature. This paper contributes to the understanding of the role of game genres in game addiction by providing a theoretical explanation for the moderating effect reported in Li et al. (2021). Specifically, we supplement the LBD method with domain expert interviews to answer the following two research questions (RQs):

RQ1: What are the underlying reasons for the moderating effect of MMO games on the relationship between flow and game addiction?

RQ2: What are the alternate pathways or factors (other than flow) that lead to MMO game addiction?

Methods

Following Gordon et al. (2002), our LBD implementation included three main steps: (1) we conducted a comprehensive literature search, (2) we generated a list of useful B terms (or concepts) as keywords that might help to identify the underlying factors for the moderating effect of MMO games, and (3) we invited domain experts to evaluate these B terms and develop explanations for their moderating effect.

Step 1: Literature search

In this study, our objective was to identify factors (B terms) that may influence the specific relationships between our A (i.e., “flow”) and C (i.e., “game addiction”) concepts. We identified the possible pathways between A and C concepts in two sets of studies: (1) studies focusing on MMO games, and (2) studies not focusing on MMO games. Domain experts then evaluated the path differences between the two sets of studies to identify possible explanations for the moderating effect of MMO games on flow and game addiction.

We conducted six searches from October 2 to October 26, 2020, three for MMOG studies and three for non-MMOG studies. We searched the following databases: (1) Association for Computing Machinery Digital Library, (2) Academic Search Premier, (3) Web of Science, (4) ScienceDirect, (5) Scopus, (6) Wiley Online Library, (7) Business Source Complete, (8) Springer’s Behavioral Science journals, and (9) Business Source Premier. We limited the search to research article abstracts. We used the advanced search option for each database, which enabled us to use Boolean operators. For example, we performed the following search in each database for articles related to the concept of flow:

  • 1. Flow (A) in MMO studies: “flow” AND “experience” AND “games” AND “massively multiplayer.”

  • 2. Flow (A) in non-MMO studies: “flow” AND “experience” AND “games” AND NOT “massively multiplayer.”

We added the search term “experience” to the keywords to ensure that our search results were relevant to the psychological flow state. After the search for papers that studied flow and MMO games yielded few results, we used “immersion” in the search criteria because it has been used as an alternative term to “flow” in many relevant articles.

  • 3. Immersion (A) in MMO studies: “immersion” AND “experience” AND “games” AND “massively multiplayer.”

  • 4. Immersion (A) in non-MMO studies: “immersion” AND “experience” AND “games” AND NOT “massively multiplayer.”

We combined the search results from (1) and (3) above and removed duplicates using an R script to obtain a final set of flow-related MMO studies. Similarly, the search results from (2) and (4) above were combined and duplicates were removed to generate a final set of flow-related non-MMO studies.

We used the following keywords for addiction-related studies:

  • 5. Addiction (C) in MMO studies: “addiction” AND “games” AND “massively multiplayer.”

  • 6. Addiction (C) in non-MMO studies: “addiction” AND “games” AND NOT “massively multiplayer.”

We combined the search results from all nine databases again and removed all duplicates to generate the final sets of addiction related MMO and non-MMO studies. We added the search term “games” to ensure that the search results were relevant to video games.

Accordingly, these searches generated four sets of documents. Table I shows the total number of non-duplicate abstracts in each set after the combined search of all databases.

Table I. Number of Abstracts in Each Set of Documents.

Document SetNo. of Documents
Flow (A) in MMOG studies (from searches 1 and 3)58
Addiction (C) in MMOG studies (from search 5)188
Flow (A) in non-MMOG studies (from searches 2 and 4)909
Addiction (C) in non-MMOG studies (from search 6)1,664
TOTAL2,819

Step 2: Generation of B terms

We analyzed the text data using the tm and SnowballC packages in R. We first changed all texts to lowercase. We then removed all numbers, white spaces, and English stop words from the tm package. Finally, we stemmed the words. For each document set, we created a term–document matrix for the unigrams and bigrams. We identified the common unigrams and bigrams between the “flow” and “addiction” sets for both MMO and non-MMO studies. We considered the terms in these sets as the B terms that may suggest how MMO games weaken the relationship between flow and addiction.

We obtained four lists of B terms, as follows: (1) common unigrams for MMO studies, (2) common bigrams for MMO studies, (3) common unigrams for non-MMO studies, and (4) common bigrams for non-MMO studies. The lengths of these lists were 988, 1,346, 4,868, and 10,986, respectively. As our data set included more non-MMO studies, the corresponding lists of B terms were longer than those for MMO studies.

We used lexical statistics to rank the generated B terms. Specifically, for each B term in a keyword list, we computed the average term frequency-inverse document frequency (tf-idf) for both the flow and addiction sets. We ranked the B terms in each list by the sum of the average tf-idf of the “flow” set and the average tf-idf of the “addiction” set. Two of the authors then independently eliminated words they considered too general (e.g., games, Internet, systems, match) or irrelevant (e.g., experiment, questionnaire, evaluate, study), to obtain approximately 30 to 40 B terms in each list. The generation of this intermediate shortlist relied on the individual authors’ subjective judgment. The two authors then came together to discuss the findings and further reduced the length of each list to the 20 most promising B terms based on their consensus. Disagreements were resolved by consulting the third author. Table II presents the final lists of the top 20 common B terms (both unigrams and bigrams) for MMO and non-MMO studies, while Figure 3 illustrates the flowchart for our implementation of LBD.

Table II. Common B terms for MMO and non-MMO studies.

MMONon-MMO
UnigramsBigramsUnigramsBigrams
AchievementBiological genderAchievementAcademic performance
AggressionExtrinsic motivationAdolescentAggressive behavior
AvatarGame experienceAggressionAttention deficit
CognitionGame genreAnxietyBrain region
EscapismGame loyaltyAvatarDepression symptom
GenderGeneral happinessBoredomEducation stress
IntentionHarmonious passionChallengeGender difference
LoyaltyIntrinsic motivationCognitionIntrinsic motivation
MentalLocus of controlCultureMental health
MotivationLow self-esteemEscapismObsessive passion
PassionMaladaptive personExperiencePersonality trait
PsychosocialObsessive passionFamilyPhysical exercise
RewardPersonality traitFree playPosttraumatic stress
SatisfactionPleasure experiencedGambleProblematic gambling
Self-efficacyReal-life friendGenderRisk-taking behavior
SkillSchizotypal traitsImpulsiveSensation seeking
SocialSocial interactionInterventionSocial identity
TeamworkSocial settingSelf-controlSocial interaction
TraitTask difficultySelf-efficacySocial support
YoungYoung peopleSocialYoung people
8c04fcc9-6f64-4c1e-bee6-c25246be6bcd_figure3.gif

Figure 3. LBD implementation of flowchart.

Step 3: Domain experts’ evaluation of the B terms

Our research included interviews with domain experts. Our study application was approved by the Sub-Committee on Research Ethics and Safety of the Research Committee of Lingnan University, Hong Kong (ref. EC059/2021). Each domain expert signed a written consent for prior to the interview. After finalizing the lists of B terms, we interviewed three domain experts, all of whom were active game addiction researchers, for one hour using a Web conferencing software tool. The appendix (Figshare:Appendices, https://doi.org/10.6084/m9.figshare.21719993.v1) presents the interview questions. To make the lists more manageable, we divided the B terms into (1) unigrams and bigrams that were common to MMO and non-MMO studies, (2) unigrams and bigrams that appeared only in MMO studies, and (3) unigrams and bigrams that appeared only in non-MMO studies. Each list included 15 to 20 keywords. We presented these keywords to the domain experts and asked them to select the terms that they felt may help explain the moderating effect of MMO games on the relationship between flow and game addiction. We identified three explanations.

Explanation #1: Social interaction in MMO games may “break the flow” or induce positive peer influence

The critical role of social interactions in the game experience is a key difference between MMO games and non-MMO games. Using B terms such as “social environment,” “teamwork,” and “social setting,” the domain experts commented that social interactions in MMO games (both in-game and in real-life) may distract users’ attention during gameplay and prevent their progression from flow to game addiction. Considering the multiplayer nature of MMOGs, Expert 1 said:

Unless you can find skilled teammates [to] play with you, … you might find [it] very difficult to complete the tasks or quests in an MMOG …. Therefore, the social setting and teamwork are quite important … in affecting the relationship between flow and game addiction in this study.

If the social environment is not that decent, for example, you have people coming in and out [of the MMO game] from time to time, the guild cannot retain players. Then, you will gradually lose interest in the MMO game.

Expert 2 made a similar comment.

[O] ne reason MMO games tend to weaken the correlation between flow and game addiction [could] be that people always play in a team. If one of the players must leave the game or, for some reason, must stop playing or is interrupted, the whole team must be reorganized.

Considering real-life social interactions, Expert 3 noted that some players prefer to play with their real-life friends. This peer influence may prevent their progression to game addiction:

Some of my gaming friends … tell me that they prefer MMO games, but they have a regular set [of] … game mates. They prefer not to play with strangers in the game. Let’s say … your teammates … [are] nonaddictive gamers, which somehow has a positive peer influence on you too. Your friends can motivate you to play more healthily in the game.

Explanation #2: Non-MMOGs offer extrinsic motivation in line with flow theory

Based on the B term “extrinsic motivation,” the interview data suggested that MMO games and non-MMO games offer their players different types of extrinsic motivation. On the one hand, non-MMO games with a score- or point-based system provide a greater sense of achievement, which can strengthen the relationship between flow and game addiction. On the other hand, this sense of achievement may be missing in MMO games because they are often open-ended and game performance depends more on rankings relative to others. According to Expert 2,

[In] arcade games like Angry Birds or Candy Crush, … you have a target …. The players tend to want to achieve a goal and want to achieve something like three stars …. I [don’t] see that much of this element in MMO games.

One more thing about extrinsic motivation. I think that [it applies to] both MMO and non-MMO games, but it [is] more influential [in] MMOGs because you feel like there are other … players in the game. Everyone can see your ranking and … your performance.

As discussed in the Literature Review section, the balance between challenging gameplay and player skills is central to the experience of flow. In non-MMO games, players often begin with simple tasks and are challenged by increasingly complex tasks as their skills improve. This type of game progression is more in line with flow theory than the game progression in open-ended MMOGs.

Explanation #3: Intrinsic motivation and escapism may be more important drivers of MMO game addiction

Using the B terms “intrinsic motivation” and “escapism,” Expert 1 highlighted the relationship between escapism and intrinsic motivation and the importance of intrinsic motivation in MMOGs:

Intrinsic motivation, I would say, … [is] something quite correlated with achievement or escapism. But intrinsic motivation is more [about] how you motivate yourself to spend time [in] the MMO game. Sometimes it is even more important than extrinsic motivation, such as the reward you might receive. You don’t know why but sometimes you just lose interest [in] the game, so you quit. If people do not feel a sense of worth in playing the game, they will quit. Sometimes they will not stay even if you provide them with an extrinsic reward.

In accordance with this comment, it should be noted that the virtual worlds in MMO games can provide players with an experience that is unavailable in the real world, which can divert their minds from real-life unpleasantness. The players’ avatars may also allow them to identify with their MMO game characters and motivate them to continue playing the game even in the absence of flow. Therefore, “escapism” may represent an important alternative pathway to MMO game addiction because players may use gameplay as a maladaptive coping strategy (Billieux et al. 2015).

Summary

We focused on the interview data that explained the weakened relationship between flow and game addiction observed in MMO games. Three explanations were identified. First, even if a game player really enjoys playing an MMO game, they cannot continue to play if their team members leave in the middle of the game. Social interactions can break their flow experience and prevent addiction. Positive peer influence may also help prevent addiction among players who prefer to play MMO games with their real-life friends. Second, compared with the open-ended nature of MMO games, the reward systems of non-MMO games are typically more in line with flow theory. Third, intrinsic motivation and escapism may provide important alternative pathways to game addiction in MMO games.

Domain experts’ evaluation of the LBD method

During their interviews, the domain experts were asked to comment on the advantages and disadvantages of using computer-generated keywords to identify potential moderating factors. They were also asked about their overall experience with LBD. Overall, they found that LBD was a useful research tool. Expert 3 observed the following:

I’ve recently started some research on holistic education because of my new job. This field is totally brand new to me. Of course, there are some review papers, but if I use [LBD], it’ll become clearer to me.

Expert 2 made a similar comment:

Personally, I really like it. I think it’s very efficient and effective because it’s neutral.

However, not all of the generated terms may be useful; therefore, domain expertise is needed for LBD to be useful. In addition, the semantic meaning of a word in the social sciences may sometimes be ambiguous or depend on the context of use. LBD removes the contexts of use of keywords; therefore, the literature may need to be revisited. Expert 1 commented accordingly:

[The] medical field … is [where LBD] comes from originally. However, I … have reservations regarding how it could be applied to the social sciences because people use different terminology for the same phenomenon. Also, when they use the … same terms, they sometimes do not refer to the same phenomenon. This is something that the LBD tool must consider.

Expert 2 raised another limitation of the LBD method. When we search for keywords in the literature and use term frequency to identify promising terms, we may miss some relatively new concepts related to MMO games:

[Y] ou will rank those keywords by frequency to retain meaningful keywords that also appeared more frequently. This is the indicator of the most promising moderating [factors]. If you wish to find some novel moderators that you feel … make sense theoretically but have been less studied in the literature, you might wish to carefully go through less frequent keywords in your list.

In terms of the presentation of potential moderators among the keywords, the domain experts found that it was appropriate to divide the keywords into (1) those that are common to both MMO and non-MMO studies and (2) those that are not common to both sets of studies. The domain experts also agreed on 20 keywords as being roughly the optimal length because a longer list would become too difficult to evaluate:

Expert 1: “I think 20 is a good number for a researcher. But if you talk to gamers then you should reduce it to 10.

Expert 2: “I think it’s a good length.

Expert 3: “Actually, I think that’s reasonable.

Finally, all of the domain experts would consider using LBD if a free software tool were available; however, one domain expert pointed out that useful guidelines should also be provided.

<Note: The quotes of the experts have been edited to correct grammatical errors because English is not their first language.>

Discussion

Theoretical contributions

Nowadays, the academic community produces publications at an accelerated rate, which makes it difficult to connect and integrate the necessary knowledge from the disjointed literature. This problem of knowledge overspecialization is common in multidisciplinary research topics, such as game addiction. In this study, we used domain expert interview data with the LBD method to explain the moderating effect of MMO games on the relationship between flow and game addiction.

The domain expert interview data suggested that the relationship between flow and game addiction may be weakened in MMO games for three reasons. First, the need to play as a team may sometimes prevent players’ progression from flow to game addiction. Positive peer influence may also help prevent game addiction. Second, achieving flow depends not only on the game being challenging but also on the players’ skills (Csikszentmihályi 1990). Unlike most non-MMO games that use a point-based system to track players achievements, the open-ended progression in MMO games may not be appealing to more goal-oriented players. Third, intrinsic motivation and escapism may provide important alternative pathways to MMO game addiction.

The underlying cognitive mechanisms behind the formation of game addiction differ according to different game genres; therefore, our findings suggest that different game genres require dedicated research attention (e.g., You et al. 2017, Blasi et al. 2019, Lee et al. 2021).

Practical implications

Our results suggest that the underlying motivational factors for game addiction differ for different game genres. Specifically, compared with non-MMO games, the achievement motive for MMO game players may be smaller, but they may be more likely to use their gameplay as a maladaptive strategy to cope with negative real-life experiences. This perspective is consistent with PsychGuides.com (n.d.), which divides game addiction into two categories: (1) standard video games that typically have a clear goal, such as saving a princess, and (2) MMO games that typically have no ending. Game addiction in the first category is suggested to be mostly driven by completing missions or beating high scores or preset standards. In contrast, addicted players in the second category form virtual social networks with other players and use their gameplay to escape from reality and gain in-game social acceptance. Therefore, game genres must be considered in effective treatments for game addiction.

Room for improvement in implementing LBD

Although we received generally positive feedback from the domain experts, we found three issues that must be addressed to improve our implementation of LBD.

First, we relied on subjective judgment to remove irrelevant items from the B terms. Although we reached consensus on the final lists only after two researchers independently produced an intermediate shortlist, we believe there is room to improve the objectivity of generating B terms with LBD. In future, we will explore the possibility of automatic ontology generation (Bedini and Nguyen 2007) to replace the use of lexical statistics in the generation of keywords.

Second, some keywords have similar meanings. The term vectors should be clustered to enable an accurate reflection of the importance of keywords in the lexical statistics. The final lists after keyword consolidation will be a more comprehensive representation of the related concepts. Therefore, they will become more useful for domain experts.

Third, we asked the domain experts to freely discuss any moderating factors that they found from the presented keyword lists, which allowed us to extract rich and in-depth knowledge. However, it is quite time-consuming to conduct interviews. An alternative approach to collect feedback from domain experts asynchronously or in response to a long list of B terms would be to ask them to evaluate the usefulness of each keyword using a Likert scale individually and independently. The keywords could then be ranked using the average usefulness scores. In this way, rating each keyword individually will be less cognitively demanding than devising a flow theory based on a complete keyword list.

Conclusion

We comprehensively searched the literature and found more than 2,000 abstracts for flow (Concept A) and game addiction (Concept C). We identified both flow- and game addiction-related B terms, which three domain experts evaluated to generate possible explanations for the observed weakened relationship between flow and game addiction in MMO games. The interview data suggested that in-game social interactions and the open-ended nature of MMO games may prevent players’ progression from flow to game addiction in MMO games. Offline social interactions with friends may also induce positive peer influence to prevent game addiction. The unique features of MMO games may also create other pathways to game addiction. Specifically, addicted MMO game players may tend to use their gameplay as a maladaptive strategy to cope with negative real-life experiences. Our results also suggest that effective game addiction treatments may need to consider the related game genres.

Although the domain experts had generally positive feedback on the use of LBD, our discussions identified some limitations of the implemented LBD method. To address these issues in the future, we will attempt to build an ontology and group similar keywords together before generating lists of B terms. In this way, we will ensure that the useful keywords in the literature are accurately and comprehensively represented in the search results. We will also consider reducing the level of cognitive complexity involved in the tasks of domain expert. Finally, we will apply the LBD method to identify effective but overlooked game addition treatments in the future.

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Sinha Choudhury A, Hui W and Lau J. Using literature-based discovery to develop hypotheses for the moderating effect of massively multiplayer online games [version 1; peer review: 1 not approved]. F1000Research 2023, 12:53 (https://doi.org/10.12688/f1000research.128841.1)
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Reviewer Report 23 Oct 2023
Piotr Siuda, Kazimierz Wielki University, Bydgoszcz, Poland 
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Thank you for the opportunity to read this article. Overall, I find the topic fascinating and under-explored. However, I have some serious doubts about whether the paper should be indexed in its current form. Here are my remarks to all sections ... Continue reading
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Siuda P. Reviewer Report For: Using literature-based discovery to develop hypotheses for the moderating effect of massively multiplayer online games [version 1; peer review: 1 not approved]. F1000Research 2023, 12:53 (https://doi.org/10.5256/f1000research.141468.r209925)
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