<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.2 20190208//EN" "http://jats.nlm.nih.gov/publishing/1.2/JATS-journalpublishing1.dtd"><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" article-type="research-article" dtd-version="1.2" xml:lang="en">
    <front>
        <journal-meta>
            <journal-id journal-id-type="pmc">F1000Research</journal-id>
            <journal-title-group>
                <journal-title>F1000Research</journal-title>
            </journal-title-group>
            <issn pub-type="epub">2046-1402</issn>
            <publisher>
                <publisher-name>F1000 Research Limited</publisher-name>
                <publisher-loc>London, UK</publisher-loc>
            </publisher>
        </journal-meta>
        <article-meta>
            <article-id pub-id-type="doi">10.12688/f1000research.128841.1</article-id>
            <article-categories>
                <subj-group subj-group-type="heading">
                    <subject>Research Article</subject>
                </subj-group>
                <subj-group>
                    <subject>Articles</subject>
                </subj-group>
            </article-categories>
            <title-group>
                <article-title>Using literature-based discovery to develop hypotheses for the moderating effect of massively multiplayer online games</article-title>
                <fn-group content-type="pub-status">
                    <fn>
                        <p>[version 1; peer review: 1 not approved]</p>
                    </fn>
                </fn-group>
            </title-group>
            <contrib-group>
                <contrib contrib-type="author" corresp="yes">
                    <name>
                        <surname>Sinha Choudhury</surname>
                        <given-names>Ananya</given-names>
                    </name>
                    <role content-type="http://credit.niso.org/">Conceptualization</role>
                    <role content-type="http://credit.niso.org/">Data Curation</role>
                    <role content-type="http://credit.niso.org/">Formal Analysis</role>
                    <role content-type="http://credit.niso.org/">Investigation</role>
                    <role content-type="http://credit.niso.org/">Methodology</role>
                    <role content-type="http://credit.niso.org/">Software</role>
                    <role content-type="http://credit.niso.org/">Validation</role>
                    <role content-type="http://credit.niso.org/">Writing &#x2013; Original Draft Preparation</role>
                    <role content-type="http://credit.niso.org/">Writing &#x2013; Review &amp; Editing</role>
                    <uri content-type="orcid">https://orcid.org/0000-0002-6575-9443</uri>
                    <xref ref-type="corresp" rid="c1">a</xref>
                    <xref ref-type="aff" rid="a1">1</xref>
                </contrib>
                <contrib contrib-type="author" corresp="no">
                    <name>
                        <surname>Hui</surname>
                        <given-names>Wendy</given-names>
                    </name>
                    <role content-type="http://credit.niso.org/">Conceptualization</role>
                    <role content-type="http://credit.niso.org/">Data Curation</role>
                    <role content-type="http://credit.niso.org/">Formal Analysis</role>
                    <role content-type="http://credit.niso.org/">Investigation</role>
                    <role content-type="http://credit.niso.org/">Methodology</role>
                    <role content-type="http://credit.niso.org/">Project Administration</role>
                    <role content-type="http://credit.niso.org/">Software</role>
                    <role content-type="http://credit.niso.org/">Supervision</role>
                    <role content-type="http://credit.niso.org/">Validation</role>
                    <role content-type="http://credit.niso.org/">Writing &#x2013; Review &amp; Editing</role>
                    <xref ref-type="aff" rid="a2">2</xref>
                </contrib>
                <contrib contrib-type="author" corresp="no">
                    <name>
                        <surname>Lau</surname>
                        <given-names>John</given-names>
                    </name>
                    <role content-type="http://credit.niso.org/">Conceptualization</role>
                    <role content-type="http://credit.niso.org/">Methodology</role>
                    <xref ref-type="aff" rid="a3">3</xref>
                </contrib>
                <aff id="a1">
                    <label>1</label>Mphil Computing and Decision Sciences, Lingnan University, Hong Kong, Hong Kong</aff>
                <aff id="a2">
                    <label>2</label>Assosciate Professor Infocomm Technology, Singapore Institute of Technology, Singapore, Singapore</aff>
                <aff id="a3">
                    <label>3</label>Scholl of Physics Maths and Computing, University of Western Australia, Perth, Australia</aff>
            </contrib-group>
            <author-notes>
                <corresp id="c1">
                    <label>a</label>
                    <email xlink:href="mailto:ananya231284@gmail.com">ananya231284@gmail.com</email>
                </corresp>
                <fn fn-type="conflict">
                    <p>No competing interests were disclosed.</p>
                </fn>
            </author-notes>
            <pub-date pub-type="epub">
                <day>13</day>
                <month>1</month>
                <year>2023</year>
            </pub-date>
            <pub-date pub-type="collection">
                <year>2023</year>
            </pub-date>
            <volume>12</volume>
            <elocation-id>53</elocation-id>
            <history>
                <date date-type="accepted">
                    <day>16</day>
                    <month>12</month>
                    <year>2022</year>
                </date>
            </history>
            <permissions>
                <copyright-statement>Copyright: &#x00a9; 2023 Sinha Choudhury A et al.</copyright-statement>
                <copyright-year>2023</copyright-year>
                <license xlink:href="https://creativecommons.org/licenses/by/4.0/">
                    <license-p>This is an open access article distributed under the terms of the Creative Commons Attribution Licence, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.</license-p>
                </license>
            </permissions>
            <self-uri content-type="pdf" xlink:href="https://f1000research.com/articles/12-53/pdf"/>
            <abstract>
                <p>
                    <bold>Background:</bold> 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.</p>
                <p>
                    <bold>Methods:</bold> 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.</p>
                <p>
                    <bold>Results:</bold> 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&#x2019; views on the usefulness of LBD in theory development.</p>
                <p>
                    <bold>Conclusions:</bold> 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.</p>
            </abstract>
            <kwd-group kwd-group-type="author">
                <kwd>Literature-based discovery</kwd>
                <kwd>massively multiplayer online games</kwd>
                <kwd>flow</kwd>
                <kwd>addiction</kwd>
            </kwd-group>
            <funding-group>
                <funding-statement>The author(s) declared that no grants were involved in supporting this work.</funding-statement>
            </funding-group>
        </article-meta>
    </front>
    <body>
        <sec id="sec1" sec-type="intro">
            <title>Introduction</title>
            <p>Although there is still an ongoing discussion on whether game addiction exists (
                <xref ref-type="bibr" rid="ref21">Griffiths 2000</xref>, 
                <xref ref-type="bibr" rid="ref35">Pontes 2018</xref>), the World Health Organization&#x2019;s (
                <xref ref-type="bibr" rid="ref44">WHO 2018</xref>) 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 (
                <xref ref-type="bibr" rid="ref28">Kuss and Griffiths 2012</xref>, 
                <xref ref-type="bibr" rid="ref26">Karmakar 2020</xref>, 
                <xref ref-type="bibr" rid="ref25">Juthamanee and Gunawan 2021</xref>), but the relationships between these factors represent a knowledge gap that must be closed in the future (
                <xref ref-type="bibr" rid="ref25">Juthamanee and Gunawan 2021</xref>).</p>
            <p>A key factor often overlooked in game addiction research is the role of game genres. 
                <xref ref-type="bibr" rid="ref34">Na 
                    <italic toggle="yes">et al.</italic> (2017)</xref> 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 (
                <xref ref-type="bibr" rid="ref32">Li 
                    <italic toggle="yes">et al.</italic> 2021</xref>) 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.</p>
            <p>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 
                <xref ref-type="bibr" rid="ref41">Swanson (1986)</xref> in the field of medical science. In this work, Swanson noted that Raynaud&#x2019;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 
                <xref ref-type="fig" rid="f1">Figure 1</xref>). Therefore, concepts A and C are likely to be related in the same way (
                <xref ref-type="bibr" rid="ref41">Swanson 1986</xref>). This work represented a potential breakthrough because no previous study had investigated the relationship between Raynaud&#x2019;s disease and fish oil.</p>
            <fig fig-type="figure" id="f1" orientation="portrait" position="float">
                <label>Figure 1. </label>
                <caption>
                    <title>Swanson&#x2019;s ABC Model.</title>
                </caption>
                <graphic id="gr1" orientation="portrait" position="float" xlink:href="https://f1000research-files.f1000.com/manuscripts/141468/8c04fcc9-6f64-4c1e-bee6-c25246be6bcd_figure1.gif"/>
            </fig>
            <p>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, 
                <xref ref-type="bibr" rid="ref20">Gordon 
                    <italic toggle="yes">et al.</italic> (2002)</xref> showed how LBD can be used to identify new genetic engineering applications by searching the Internet. 
                <xref ref-type="bibr" rid="ref43">Weber (2003)</xref> used LBD to discover a new drug application for thalidomide by searching the academic literature. 
                <xref ref-type="bibr" rid="ref2">Agosti 
                    <italic toggle="yes">et al.</italic> (2011)</xref> applied LBD to information acquisition, inspection, and interpretation of user interactions in information management system logs.</p>
            <p>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.</p>
        </sec>
        <sec id="sec2">
            <title>Literature review</title>
            <p>One of the popular theories to explain addiction is flow theory. 
                <xref ref-type="bibr" rid="ref16">Csikszentmih&#x00e1;lyi (1975)</xref> coined the term &#x201c;flow&#x201d; 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&#x2019; 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 &#x201c;anxiety,&#x201d; &#x201c;flow,&#x201d; and &#x201c;boredom&#x201d; states as the game progresses. In this way, players exchange playing time for satisfaction, which could lead to game addiction (
                <xref ref-type="bibr" rid="ref37">Rau 
                    <italic toggle="yes">et al.</italic> 2006</xref>). Consistent with flow theory, many game addiction studies have shown a positive correlation between flow states and game addiction (e.g., 
                <xref ref-type="bibr" rid="ref11">Chou and Ting 2003</xref>, 
                <xref ref-type="bibr" rid="ref24">Hull 
                    <italic toggle="yes">et al.</italic> 2013</xref>, 
                <xref ref-type="bibr" rid="ref4">Ballabio 
                    <italic toggle="yes">et al.</italic> 2017</xref>).</p>
            <p>Other contributing factors to game addiction include players&#x2019; sociodemographic characteristics (e.g., 
                <xref ref-type="bibr" rid="ref10">Chen 
                    <italic toggle="yes">et al.</italic> 2015</xref>, 
                <xref ref-type="bibr" rid="ref7">Bianchini 
                    <italic toggle="yes">et al.</italic> 2017</xref>), personality traits (e.g., 
                <xref ref-type="bibr" rid="ref3">Andreassen 
                    <italic toggle="yes">et al.</italic> 2013</xref>, 
                <xref ref-type="bibr" rid="ref18">Dong 
                    <italic toggle="yes">et al.</italic> 2013</xref>), perceived enjoyment (
                <xref ref-type="bibr" rid="ref24">Hull 
                    <italic toggle="yes">et al.</italic> 2013</xref>, 
                <xref ref-type="bibr" rid="ref33">Moslehpour and Batjargal 2013</xref>), and perceived benefits (e.g., 
                <xref ref-type="bibr" rid="ref1">Adiele and Olatokun 2014</xref>, 
                <xref ref-type="bibr" rid="ref30">Lee 
                    <italic toggle="yes">et al.</italic> 2017</xref>). 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, 
                <xref ref-type="bibr" rid="ref34">Na 
                    <italic toggle="yes">et al.</italic> (2017)</xref> 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 
                <xref ref-type="bibr" rid="ref32">Li 
                    <italic toggle="yes">et al.</italic> (2021)</xref> showed that the relationship between flow states and game addiction was significantly lower in MMO games than in non-MMO games (see 
                <xref ref-type="fig" rid="f2">Figure 2</xref>).</p>
            <fig fig-type="figure" id="f2" orientation="portrait" position="float">
                <label>Figure 2. </label>
                <caption>
                    <title>Moderating effect of MMO games.</title>
                </caption>
                <graphic id="gr2" orientation="portrait" position="float" xlink:href="https://f1000research-files.f1000.com/manuscripts/141468/8c04fcc9-6f64-4c1e-bee6-c25246be6bcd_figure2.gif"/>
            </fig>
            <p>
                <xref ref-type="bibr" rid="ref8">Billieux 
                    <italic toggle="yes">et al.</italic> (2015)</xref> 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. 
                <xref ref-type="bibr" rid="ref29">Laconi 
                    <italic toggle="yes">et al.</italic> (2017)</xref> explored the relationships between Internet gaming disorder, time spent on the Internet, player motives, game genres, and psychopathology. 
                <xref ref-type="bibr" rid="ref27">Kircaburun 
                    <italic toggle="yes">et al.</italic> (2018)</xref> 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 
                <xref ref-type="bibr" rid="ref32">Li 
                    <italic toggle="yes">et al.</italic> (2021)</xref>. Specifically, we supplement the LBD method with domain expert interviews to answer the following two research questions (RQs):</p>
            <p>
                <italic toggle="yes">RQ1:</italic> What are the underlying reasons for the moderating effect of MMO games on the relationship between flow and game addiction?</p>
            <p>
                <italic toggle="yes">RQ2:</italic> What are the alternate pathways or factors (other than flow) that lead to MMO game addiction?</p>
        </sec>
        <sec id="sec3" sec-type="methods">
            <title>Methods</title>
            <p>Following 
                <xref ref-type="bibr" rid="ref20">Gordon 
                    <italic toggle="yes">et al.</italic> (2002)</xref>, 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.</p>
            <sec id="sec4">
                <title>Step 1: Literature search</title>
                <p>In this study, our objective was to identify factors (B terms) that may influence the specific relationships between our A (i.e., &#x201c;flow&#x201d;) and C (i.e., &#x201c;game addiction&#x201d;) 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.</p>
                <p>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&#x2019;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:
                    <list list-type="order">
                        <list-item>
                            <label>1.</label>
                            <p>Flow (A) in MMO studies: &#x201c;flow&#x201d; AND &#x201c;experience&#x201d; AND &#x201c;games&#x201d; AND &#x201c;massively multiplayer.&#x201d;</p>
                        </list-item>
                        <list-item>
                            <label>2.</label>
                            <p>Flow (A) in non-MMO studies: &#x201c;flow&#x201d; AND &#x201c;experience&#x201d; AND &#x201c;games&#x201d; AND NOT &#x201c;massively multiplayer.&#x201d;</p>
                        </list-item>
                    </list>
                </p>
                <p>We added the search term &#x201c;experience&#x201d; 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 &#x201c;immersion&#x201d; in the search criteria because it has been used as an alternative term to &#x201c;flow&#x201d; in many relevant articles.
                    <list list-type="order">
                        <list-item>
                            <label>3.</label>
                            <p>Immersion (A) in MMO studies: &#x201c;immersion&#x201d; AND &#x201c;experience&#x201d; AND &#x201c;games&#x201d; AND &#x201c;massively multiplayer.&#x201d;</p>
                        </list-item>
                        <list-item>
                            <label>4.</label>
                            <p>Immersion (A) in non-MMO studies: &#x201c;immersion&#x201d; AND &#x201c;experience&#x201d; AND &#x201c;games&#x201d; AND NOT &#x201c;massively multiplayer.&#x201d;</p>
                        </list-item>
                    </list>
                </p>
                <p>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.</p>
                <p>We used the following keywords for addiction-related studies:
                    <list list-type="order">
                        <list-item>
                            <label>5.</label>
                            <p>Addiction (C) in MMO studies: &#x201c;addiction&#x201d; AND &#x201c;games&#x201d; AND &#x201c;massively multiplayer.&#x201d;</p>
                        </list-item>
                        <list-item>
                            <label>6.</label>
                            <p>Addiction (C) in non-MMO studies: &#x201c;addiction&#x201d; AND &#x201c;games&#x201d; AND NOT &#x201c;massively multiplayer.&#x201d;</p>
                        </list-item>
                    </list>
                </p>
                <p>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 &#x201c;games&#x201d; to ensure that the search results were relevant to video games.</p>
                <p>Accordingly, these searches generated four sets of documents. 
                    <xref ref-type="table" rid="T1">Table I</xref> shows the total number of non-duplicate abstracts in each set after the combined search of all databases.</p>
                <table-wrap id="T1" orientation="portrait" position="float">
                    <label>Table I. </label>
                    <caption>
                        <title>Number of Abstracts in Each Set of Documents.</title>
                    </caption>
                    <table content-type="article-table" frame="hsides">
                        <thead>
                            <tr>
                                <th align="left" colspan="1" rowspan="1" valign="middle">Document Set</th>
                                <th align="left" colspan="1" rowspan="1" valign="middle">No. of Documents</th>
                            </tr>
                        </thead>
                        <tbody>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Flow (A) in MMOG studies (from searches 1 and 3)</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">58</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Addiction (C) in MMOG studies (from search 5)</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">188</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Flow (A) in non-MMOG studies (from searches 2 and 4)</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">909</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Addiction (C) in non-MMOG studies (from search 6)</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">1,664</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">TOTAL</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">2,819</td>
                            </tr>
                        </tbody>
                    </table>
                </table-wrap>
            </sec>
            <sec id="sec5">
                <title>Step 2: Generation of B terms</title>
                <p>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&#x2013;document matrix for the unigrams and bigrams. We identified the common unigrams and bigrams between the &#x201c;flow&#x201d; and &#x201c;addiction&#x201d; 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.</p>
                <p>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.</p>
                <p>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 &#x201c;flow&#x201d; set and the average tf-idf of the &#x201c;addiction&#x201d; 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&#x2019; 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. 
                    <xref ref-type="table" rid="T2">Table II</xref> presents the final lists of the top 20 common B terms (both unigrams and bigrams) for MMO and non-MMO studies, while 
                    <xref ref-type="fig" rid="f3">Figure 3</xref> illustrates the flowchart for our implementation of LBD.</p>
                <table-wrap id="T2" orientation="portrait" position="float">
                    <label>Table II. </label>
                    <caption>
                        <title>Common B terms for MMO and non-MMO studies.</title>
                    </caption>
                    <table content-type="article-table" frame="hsides">
                        <thead>
                            <tr>
                                <th align="left" colspan="2" rowspan="1" valign="middle">MMO</th>
                                <th align="left" colspan="2" rowspan="1" valign="middle">Non-MMO</th>
                            </tr>
                            <tr>
                                <th align="left" colspan="1" rowspan="1" valign="middle">Unigrams</th>
                                <th align="left" colspan="1" rowspan="1" valign="middle">Bigrams</th>
                                <th align="left" colspan="1" rowspan="1" valign="middle">Unigrams</th>
                                <th align="left" colspan="1" rowspan="1" valign="middle">Bigrams</th>
                            </tr>
                        </thead>
                        <tbody>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Achievement</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Biological gender</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Achievement</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Academic performance</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Aggression</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Extrinsic motivation</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Adolescent</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Aggressive behavior</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Avatar</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Game experience</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Aggression</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Attention deficit</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Cognition</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Game genre</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Anxiety</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Brain region</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Escapism</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Game loyalty</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Avatar</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Depression symptom</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Gender</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">General happiness</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Boredom</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Education stress</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Intention</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Harmonious passion</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Challenge</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Gender difference</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Loyalty</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Intrinsic motivation</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Cognition</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Intrinsic motivation</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Mental</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Locus of control</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Culture</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Mental health</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Motivation</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Low self-esteem</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Escapism</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Obsessive passion</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Passion</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Maladaptive person</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Experience</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Personality trait</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Psychosocial</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Obsessive passion</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Family</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Physical exercise</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Reward</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Personality trait</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Free play</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Posttraumatic stress</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Satisfaction</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Pleasure experienced</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Gamble</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Problematic gambling</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Self-efficacy</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Real-life friend</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Gender</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Risk-taking behavior</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Skill</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Schizotypal traits</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Impulsive</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Sensation seeking</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Social</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Social interaction</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Intervention</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Social identity</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Teamwork</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Social setting</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Self-control</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Social interaction</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Trait</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Task difficulty</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Self-efficacy</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Social support</td>
                            </tr>
                            <tr>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Young</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Young people</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Social</td>
                                <td align="left" colspan="1" rowspan="1" valign="middle">Young people</td>
                            </tr>
                        </tbody>
                    </table>
                </table-wrap>
                <fig fig-type="figure" id="f3" orientation="portrait" position="float">
                    <label>Figure 3. </label>
                    <caption>
                        <title>LBD implementation of flowchart.</title>
                    </caption>
                    <graphic id="gr3" orientation="portrait" position="float" xlink:href="https://f1000research-files.f1000.com/manuscripts/141468/8c04fcc9-6f64-4c1e-bee6-c25246be6bcd_figure3.gif"/>
                </fig>
            </sec>
            <sec id="sec6">
                <title>Step 3: Domain experts&#x2019; evaluation of the B terms</title>
                <p>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, 
                    <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.6084/m9.figshare.21719993.v1">https://doi.org/10.6084/m9.figshare.21719993.v1</ext-link>) 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.</p>
                <p>
                    <italic toggle="yes">Explanation #1: Social interaction in MMO games may &#x201c;break the flow&#x201d; or induce positive peer influence</italic>
                </p>
                <p>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 &#x201c;social environment,&#x201d; &#x201c;teamwork,&#x201d; and &#x201c;social setting,&#x201d; the domain experts commented that social interactions in MMO games (both in-game and in real-life) may distract users&#x2019; attention during gameplay and prevent their progression from flow to game addiction. Considering the multiplayer nature of MMOGs, Expert 1 said:</p>
                <disp-quote>
                    <p>
                        <italic toggle="yes">Unless you can find skilled teammates [to] play with you, &#x2026; you might find [it] very difficult to complete the tasks or quests in an MMOG &#x2026;. Therefore, the social setting and teamwork are quite important &#x2026; in affecting the relationship between flow and game addiction in this study.</italic>
                    </p>
                    <p>
                        <italic toggle="yes">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.</italic>
                    </p>
                </disp-quote>
                <p>Expert 2 made a similar comment.</p>
                <disp-quote>
                    <p>
                        <italic toggle="yes">[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.</italic>
                    </p>
                </disp-quote>
                <p>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:</p>
                <disp-quote>
                    <p>
                        <italic toggle="yes">Some of my gaming friends &#x2026; tell me that they prefer MMO games, but they have a regular set [of] &#x2026; game mates. They prefer not to play with strangers in the game. Let&#x2019;s say &#x2026; your teammates &#x2026; [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.</italic>
                    </p>
                </disp-quote>
                <p>
                    <italic toggle="yes">Explanation #2: Non-MMOGs offer extrinsic motivation in line with flow theory</italic>
                </p>
                <p>Based on the B term &#x201c;extrinsic motivation,&#x201d; 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,</p>
                <disp-quote>
                    <p>
                        <italic toggle="yes">[In] arcade games like Angry Birds or Candy Crush, &#x2026; you have a target &#x2026;. The players tend to want to achieve a goal and want to achieve something like three stars &#x2026;. I [don&#x2019;t] see that much of this element in MMO games.</italic>
                    </p>
                    <p>
                        <italic toggle="yes">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 &#x2026; players in the game. Everyone can see your ranking and &#x2026; your performance.</italic>
                    </p>
                </disp-quote>
                <p>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.</p>
                <p>
                    <italic toggle="yes">Explanation #3: Intrinsic motivation and escapism may be more important drivers of MMO game addiction</italic>
                </p>
                <p>Using the B terms &#x201c;intrinsic motivation&#x201d; and &#x201c;escapism,&#x201d; Expert 1 highlighted the relationship between escapism and intrinsic motivation and the importance of intrinsic motivation in MMOGs:</p>
                <disp-quote>
                    <p>
                        <italic toggle="yes">Intrinsic motivation, I would say, &#x2026; [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&#x2019;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.</italic>
                    </p>
                </disp-quote>
                <p>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&#x2019; 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, &#x201c;escapism&#x201d; may represent an important alternative pathway to MMO game addiction because players may use gameplay as a maladaptive coping strategy (
                    <xref ref-type="bibr" rid="ref8">Billieux 
                        <italic toggle="yes">et al.</italic> 2015</xref>).</p>
                <p>
                    <italic toggle="yes">Summary</italic>
                </p>
                <p>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.</p>
            </sec>
            <sec id="sec7">
                <title>Domain experts&#x2019; evaluation of the LBD method</title>
                <p>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:</p>
                <disp-quote>
                    <p>
                        <italic toggle="yes">I&#x2019;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&#x2019;ll become clearer to me.</italic>
                    </p>
                </disp-quote>
                <p>Expert 2 made a similar comment:</p>
                <disp-quote>
                    <p>
                        <italic toggle="yes">Personally, I really like it. I think it&#x2019;s very efficient and effective because it&#x2019;s neutral.</italic>
                    </p>
                </disp-quote>
                <p>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:</p>
                <disp-quote>
                    <p>
                        <italic toggle="yes">[The] medical field &#x2026; is [where LBD] comes from originally. However, I &#x2026; 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 &#x2026; same terms, they sometimes do not refer to the same phenomenon. This is something that the LBD tool must consider.</italic>
                    </p>
                </disp-quote>
                <p>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:</p>
                <disp-quote>
                    <p>
                        <italic toggle="yes">[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 &#x2026; make sense theoretically but have been less studied in the literature, you might wish to carefully go through less frequent keywords in your list.</italic>
                    </p>
                </disp-quote>
                <p>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:</p>
                <disp-quote>
                    <p>Expert 1: &#x201c;
                        <italic toggle="yes">I think 20 is a good number for a researcher. But if you talk to gamers then you should reduce it to 10.</italic>&#x201d;</p>
                    <p>Expert 2: &#x201c;
                        <italic toggle="yes">I think it&#x2019;s a good length.</italic>&#x201d;</p>
                    <p>Expert 3: &#x201c;
                        <italic toggle="yes">Actually, I think that&#x2019;s reasonable.</italic>&#x201d;</p>
                </disp-quote>
                <p>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.</p>
                <p>&lt;
                    <italic toggle="yes">Note: The quotes of the experts have been edited to correct grammatical errors because English is not their first language.</italic>&gt;</p>
            </sec>
        </sec>
        <sec id="sec8" sec-type="discussion">
            <title>Discussion</title>
            <sec id="sec9">
                <title>Theoretical contributions</title>
                <p>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.</p>
                <p>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&#x2019; 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&#x2019; skills (
                    <xref ref-type="bibr" rid="ref91">Csikszentmih&#x00e1;lyi 1990</xref>). 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.</p>
                <p>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., 
                    <xref ref-type="bibr" rid="ref45">You 
                        <italic toggle="yes">et al.</italic> 2017</xref>, 
                    <xref ref-type="bibr" rid="ref9">Blasi 
                        <italic toggle="yes">et al.</italic> 2019</xref>, 
                    <xref ref-type="bibr" rid="ref31">Lee 
                        <italic toggle="yes">et al.</italic> 2021</xref>).</p>
            </sec>
            <sec id="sec10">
                <title>Practical implications</title>
                <p>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 
                    <xref ref-type="bibr" rid="ref36">PsychGuides.com (n.d.)</xref>, 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.</p>
            </sec>
            <sec id="sec11">
                <title>Room for improvement in implementing LBD</title>
                <p>Although we received generally positive feedback from the domain experts, we found three issues that must be addressed to improve our implementation of LBD.</p>
                <p>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 (
                    <xref ref-type="bibr" rid="ref6">Bedini and Nguyen 2007</xref>) to replace the use of lexical statistics in the generation of keywords.</p>
                <p>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.</p>
                <p>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.</p>
            </sec>
        </sec>
        <sec id="sec12" sec-type="conclusion">
            <title>Conclusion</title>
            <p>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&#x2019; 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.</p>
            <p>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.</p>
        </sec>
    </body>
    <back>
        <sec id="sec15" sec-type="data-availability">
            <title>Data availability</title>
            <sec id="sec16">
                <title>Underlying data</title>
                <p>Figshare: Interviews of experts, 
                    <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.6084/m9.figshare.21601716.v1">https://doi.org/10.6084/m9.figshare.21601716.v1</ext-link> (
                    <xref ref-type="bibr" rid="ref46">Sinha Choudhury and Hui 2022</xref>).</p>
                <p>This project contains the following underlying data:
                    <list list-type="bullet">
                        <list-item>
                            <label>-</label>
                            <p>Interview 1.docx</p>
                        </list-item>
                        <list-item>
                            <label>-</label>
                            <p>Interview 2.docx</p>
                        </list-item>
                        <list-item>
                            <label>-</label>
                            <p>Interview 3.docx
</p>
                        </list-item>
                    </list>
                </p>
            </sec>
            <sec id="sec17">
                <title>Extended data</title>
                <p>Figshare: R script_code to extract keywords, 
                    <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.6084/m9.figshare.21601626.v1">https://doi.org/10.6084/m9.figshare.21601626.v1</ext-link> (
                    <xref ref-type="bibr" rid="ref47">Sinha Choudhury and Hui 2022</xref>).</p>
                <p>Figshare: Input files, 
                    <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.6084/m9.figshare.21719951.v1">https://doi.org/10.6084/m9.figshare.21719951.v1</ext-link> (
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    <sub-article article-type="reviewer-report" id="report209925">
        <front-stub>
            <article-id pub-id-type="doi">10.5256/f1000research.141468.r209925</article-id>
            <title-group>
                <article-title>Reviewer response for version 1</article-title>
            </title-group>
            <contrib-group>
                <contrib contrib-type="author">
                    <name>
                        <surname>Siuda</surname>
                        <given-names>Piotr</given-names>
                    </name>
                    <xref ref-type="aff" rid="r209925a1">1</xref>
                    <role>Referee</role>
                    <uri content-type="orcid">https://orcid.org/0000-0002-1644-5915</uri>
                </contrib>
                <aff id="r209925a1">
                    <label>1</label>Kazimierz Wielki University, Bydgoszcz, Poland</aff>
            </contrib-group>
            <author-notes>
                <fn fn-type="conflict">
                    <p>
                        <bold>Competing interests: </bold>No competing interests were disclosed.</p>
                </fn>
            </author-notes>
            <pub-date pub-type="epub">
                <day>23</day>
                <month>10</month>
                <year>2023</year>
            </pub-date>
            <permissions>
                <copyright-statement>Copyright: &#x00a9; 2023 Siuda P</copyright-statement>
                <copyright-year>2023</copyright-year>
                <license xlink:href="https://creativecommons.org/licenses/by/4.0/">
                    <license-p>This is an open access peer review report distributed under the terms of the Creative Commons Attribution Licence, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.</license-p>
                </license>
            </permissions>
            <related-article ext-link-type="doi" id="relatedArticleReport209925" related-article-type="peer-reviewed-article" xlink:href="10.12688/f1000research.128841.1"/>
            <custom-meta-group>
                <custom-meta>
                    <meta-name>recommendation</meta-name>
                    <meta-value>reject</meta-value>
                </custom-meta>
            </custom-meta-group>
        </front-stub>
        <body>
            <p>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.&#x00a0;Here are my remarks to all sections of the paper:</p>
            <p> </p>
            <p> 
                <bold>Introduction</bold>
            </p>
            <p> </p>
            <p> I would expect a clearly defined aim here and a specific indication of what has been done for this study. When it comes to the aim, you should rephrase the final part of the second paragraph. As for the methods, it is a bit unclear whether this is some literature search (LBD) or interviewing people (&#x201c;interview data from three domain experts&#x201d;). The methods section does not clarify this, especially since you introduce another NLP stage there (see the comments below).</p>
            <p> </p>
            <p> Some parts of this section must be elaborated instead of just indicating relevant literature. I suggest explaining what factors contributing to game addiction are pinpointed in the literature more clearly. The same goes for describing how addiction differs for different genres. Explaining all this in the paper rather than just giving references would be more informative.</p>
            <p> </p>
            <p> &#x201c;For example, flow theory is a popular explanation for game addiction because it suggests that psychological flow states cause game addiction&#x201d;&#x2013;this statement lacks references. Additionally, it is currently unclear how flow causes addiction.</p>
            <p> </p>
            <p> Overall, this section needs to be expanded, and some concepts must be explained more clearly.</p>
            <p> </p>
            <p> 
                <bold>Literature review</bold>
            </p>
            <p> </p>
            <p> Paragraph 1. I cannot see the connection between flow and addiction well explained here. This connection must be indicated precisely as this is the paper&#x2019;s core.</p>
            <p> </p>
            <p> I have some similar remarks as for the Introduction. Please explain and elaborate on the papers by Na et al. (2017) and Li et al. (2021). This is especially so for the Li et al. paper, as it seems that the authors of the present article want to enrich and continue this line of research (they want to explain the moderate effects of addiction to MMO games theoretically).</p>
            <p> </p>
            <p> Figure 2 should be placed in Methods, and please make it similar to Figure 1.</p>
            <p> </p>
            <p> Please explain why and how &#x201c;Some of these unique characteristics may make MMO games more addictive than non-MMO games.&#x201d; Was this researched previously? Additionally, you stress that MMO games are less addictive, so introducing this part is unclear. Please provide a rationale for it (is this connected to RQ2?). Overall, I am a bit lost here, and I am not sure whether you see the MMO games as more or less addictive.</p>
            <p> </p>
            <p> Explain Laconi et al. (2017) and Kircaburun et al. (2018) in more detail.</p>
            <p> </p>
            <p> Consider moving RQs to the Introduction (see the previously mentioned remark on the lack of precise aim).</p>
            <p> </p>
            <p> 
                <bold>Methods</bold>
            </p>
            <p> </p>
            <p> This section needs to be revised thoroughly.</p>
            <p> </p>
            <p> Usually, I would say that mixing a literature review with some other methods in a single paper is dubious, to say the least, and that the paper should be either a review or a research paper. However, from what I understand, this was purposeful. Nevertheless, it is unclear whether LBD is about searching the literature and using the interviews together or whether the interviews are an extra part here. In other words, please be as specific as possible about the procedures for LBD.</p>
            <p> </p>
            <p> Additionally, the literature search is unclear. 
                <list list-type="order">
                    <list-item>
                        <p>I am not sure why the two searches were needed. Why not search for flow in games and then analyze the abstracts to select papers on MMO and non-MMO games?</p>
                    </list-item>
                    <list-item>
                        <p>It is unclear why only abstracts were studied. This seems to be a significant overlook.</p>
                    </list-item>
                    <list-item>
                        <p>Using Boolean operators is a bit strange. You forget many other keywords, e.g., OR &#x201c;MMO&#x201d;, OR &#x201c;videogames.&#x201d;</p>
                    </list-item>
                    <list-item>
                        <p>If &#x201c;immersion&#x201d; is used instead of &#x201c;flow,&#x201d; why not include it in the first search (OR &#x201c;immersion&#x201d;)?</p>
                    </list-item>
                    <list-item>
                        <p>It is unclear why the present process was so complicated. Why not look for addiction papers in the first place? I mean, introducing &#x201c;addiction&#x201d; immediately, in the first search?</p>
                    </list-item>
                    <list-item>
                        <p>&#x201c;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 &#x201c;games&#x201d; to ensure that the search results were relevant to video games&#x201d;. It is super confusing. The term &#x201c;games&#x201d; was added? Where exactly?</p>
                    </list-item>
                    <list-item>
                        <p>Table 2 should be before Step 2. I would rather see a proper (not the one presented) Flowchart to explain the search process better. How many papers were reached in the first place? How many duplicates were eliminated, etc.?</p>
                    </list-item>
                </list> </p>
            <p> Taken as a whole and looking at a Discussion, I am not even sure whether the search for papers on non-MMO games (and using NLP for these) was needed. Please explain the reasons behind it more clearly.</p>
            <p> </p>
            <p> 
                <italic>Step 2</italic>
            </p>
            <p> </p>
            <p> So, this is another part that complicates your methodology. Does LBD include using NLP, or is this your innovation? If so, this needs to be adequately explained. How NLP here allows you to extract relevant data, and why is this data relevant?</p>
            <p> </p>
            <p> By text data you mean abstracts or whole articles? If these are abstracts, this should be clear from the start. And if these are abstracts, I believe this is a significant overlook and does not make your research reliable. &#x00a0;</p>
            <p> </p>
            <p> Also, I would need a more robust rationale for why unigrams and bigrams are a proper way to consider moderating factors. For me, they seem a bit coincidental, especially since the authors stress that the choice of these was a subjective one (I know you mention this in the Discussion, but it needs improving). I would suggest some strong rationale, as stated above. Otherwise, other methods may seem more appropriate, e.g., topic modeling based on some discursive analysis.</p>
            <p> </p>
            <p> The paper lacks a Results section, and this is because of how the study was designed. I suggest using the subtitle &#x201c;Methods and Results&#x201d; instead of &#x201c;Methods.&#x201d;</p>
            <p> </p>
            <p> It is unclear how the experts were chosen, why they are considered experts, how the recruitment process went, how many non-responses were there, what is the exact experience of experts, etc. This is important for the validity and reliability of the study.</p>
            <p> </p>
            <p> &#x201c;Summary&#x201d; repeats what was already stated. I would instead see more nuances for the results. For a one-hour interview, I am sure the experts had much more expertise to share.</p>
            <p> </p>
            <p> 
                <bold>Discussion</bold>
            </p>
            <p> </p>
            <p> 
                <italic>Theoretical contributions</italic>
            </p>
            <p> </p>
            <p> The second paragraph repeats the results, and I do not see the theoretical contribution that was promised.</p>
            <p> </p>
            <p> &#x201c;The underlying cognitive mechanisms behind the formation of game addiction differ according to different game genres.&#x201d; This was already obvious initially, but what is the theoretical contribution here?</p>
            <p> </p>
            <p> 
                <italic>Practical implications</italic>
            </p>
            <p> </p>
            <p> Again&#x2013;you repeat what was already stated. No practical implications here. &#x201c;Therefore, game genres must be considered in effective treatments for game addiction.&#x201d;&#x2013;this should be expanded exponentially, along with some other practical implications (e.g., education, industry, etc.),</p>
            <p> </p>
            <p> 
                <bold>Conclusion</bold>
            </p>
            <p> </p>
            <p> Again, this is all repeating what was there before.</p>
            <p> </p>
            <p> Instead of all this repetition, the Discussion (skip the Conclusion) should present clearly how the theory was enriched and the practical implications in different areas, e.g., treatment, education, and industry (backed by references). When it comes to the theoretical implications, it should be made clear what part of the theory is being expanded (on addiction, on gamers, on flow, on MMO). Currently, claiming that there are some theoretical implications is only a fancy way of marketizing the paper without any relevant content.</p>
            <p> </p>
            <p> All this should be taken seriously, as this paper is not acceptable in this form. Also, the concept of flow is barely mentioned in the Discussion, and it was supposed to be crucial for the whole study.</p>
            <p> </p>
            <p> Once again, thank you for the opportunity to review this article.</p>
            <p>Is the work clearly and accurately presented and does it cite the current literature?</p>
            <p>Partly</p>
            <p>If applicable, is the statistical analysis and its interpretation appropriate?</p>
            <p>Partly</p>
            <p>Are all the source data underlying the results available to ensure full reproducibility?</p>
            <p>No</p>
            <p>Is the study design appropriate and is the work technically sound?</p>
            <p>Partly</p>
            <p>Are the conclusions drawn adequately supported by the results?</p>
            <p>No</p>
            <p>Are sufficient details of methods and analysis provided to allow replication by others?</p>
            <p>No</p>
            <p>Reviewer Expertise:</p>
            <p>game studies, cultural studies, media studies, online research methods</p>
            <p>I confirm that I have read this submission and believe that I have an appropriate level of expertise to state that I do not consider it to be of an acceptable scientific standard, for reasons outlined above.</p>
        </body>
    </sub-article>
</article>
