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DiGRA
This study examines inaction inertia and proactive procrastination among players of Final Fantasy XIV, a massively multiplayer online role-playing game, drawing on survey responses from 537 Chinese players. The authors compare 176 hardcore players with 174 casual players, excluding 187 mixed-type respondents, and hypothesize that hardcore players exhibit greater in-game inaction inertia while casual players display more proactive procrastination, with both tendencies expected to carry over into everyday life. The research is grounded in psychological and behavioral economics literature and relies on a questionnaire design covering in-game participation patterns, out-of-game inaction scenarios, and validated procrastination measures.
The principal findings confirm the in-game hypothesis for inaction inertia: hardcore players showed significantly stronger tendencies to remain passive in game than casual players (t = 2.04, p < 0.05). Proactive procrastination proved content-specific rather than uniform. Hardcore players procrastinated more in combat-oriented normal content (t = 5.08, p < 0.001), whereas casual players procrastinated more in non-combat activities (t = -2.68, p < 0.01).
Out-of-game behavior showed no significant differences between the two groups on either measure. The authors therefore conclude that self-regulatory patterns observed within the game do not directly transfer to everyday conduct. The study's scope is limited to a single game, a single national population, and a cross-sectional survey design, which constrains the generalizability of its conclusions to other MMORPGs or cultural contexts.
DiGRA · 2026