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Liu J, Xie T, Mao Y. Parental Phubbing Behavior and Adolescents' Online Gaming Time: The Mediating Role of Electronic Health Literacy. Behav Sci (Basel) 2024; 14:925. [PMID: 39457798 PMCID: PMC11504069 DOI: 10.3390/bs14100925] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/18/2024] [Revised: 10/05/2024] [Accepted: 10/07/2024] [Indexed: 10/28/2024] Open
Abstract
OBJECTIVE The purpose of this study is to explore the relationship between parents' phubbing behavior and children's online gaming time. More importantly, we investigated the mediating role of electronic health literacy in this association. METHODS A total of 1200 questionnaires were sent out and 1130 effective questionnaires were returned, an effective recovery of 94.17%. As some students did not answer part of the EHL survey, eventually only 867 students were included in this study based on the selected independent variables and the degree of questionnaire completion. Both tools used for measuring parental phubbing and electronic health literacy passed confirmatory factor analyses. To analyze the mediating effect of electronic health literacy on parental phubbing behavior and online gaming time, 5000 datapoints were sampled using the Bootstrapping method. RESULTS The results indicated that parents' phubbing was positively related to their children's online gaming time, which was mediated by electronic health literacy, parental phubbing is positively and significantly correlated with electronic health literacy, and electronic health literacy is negatively and significantly correlated with online gaming time among adolescents. CONCLUSIONS Electronic health literacy partially mediates the relationship between parental phubbing behavior and adolescent online gaming time, and Chinese students' electronic health literacy is a two-dimensional structure consisting of health information acquisition and application. This study is the first empirical study to explore the relationship between parental phubbing behavior and the amount of time adolescents spend playing games online.
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Affiliation(s)
| | - Tao Xie
- School of Public Policy and Administration, Xi’an Jiaotong University, Xi’an 710049, China;
| | - Ying Mao
- School of Public Policy and Administration, Xi’an Jiaotong University, Xi’an 710049, China;
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Zhou R, Morita N, Zhu C, Ogai Y, Saito T, Yang W, Ogawa M, Zhang H. The relationship between self-control and internet gaming disorder and problematic social networking site use: the mediation effects of internet use motives. Front Psychiatry 2024; 15:1369973. [PMID: 39391081 PMCID: PMC11464309 DOI: 10.3389/fpsyt.2024.1369973] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/13/2024] [Accepted: 08/23/2024] [Indexed: 10/12/2024] Open
Abstract
Introduction This study aimed to explore the relationships between problematic social networking site use (PSNSU), Internet Gaming Disorder (IGD), internet use motives, and self-control among university students in China and Japan. Specifically, it investigated the indirect effects of self-control on IGD and PSNSU through various internet use motives, considering gender differences. Methods A sample of 697 university students (465 females; 397 Chinese) was surveyed. Path analysis was conducted separately for male and female users to examine the relationships between self-control, internet use motives, IGD, and PSNSU. Results The results indicated that self-control had significant indirect effects on IGD through enhancement (β = 0.096**, p = 0.005), social (β = -0.090**, p = 0.007), and conformity (β = -0.117**, p = 0.001) motives, but these effects were observed only in the male group. Self-control also exhibited indirect effects on PSNSU through enhancement, social, coping, and conformity motives, with a greater impact observed on PSNSU than on IGD. Gender differences in mediating effects were identified, with males and females showing distinct patterns. Discussion The findings highlight the importance of understanding gender differences and motivational factors in problematic internet use. These insights contribute to a better understanding of how internet use motives influence IGD and PSNSU in different contexts.
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Affiliation(s)
- Ruoyu Zhou
- Doctoral Program in Human Care Science, Graduate School of Comprehensive Human Sciences, University of Tsukuba, Tsukuba, Japan
| | - Nobuaki Morita
- Department of Social Psychiatry and Mental Health, University of Tsukuba, School of Medicine and Medical Sciences, Tsukuba, Japan
| | - Chunmu Zhu
- International Nursing, Graduate School of Health Sciences, Gunma University, Gunma, Japan
| | - Yasukazu Ogai
- Department of Social Psychiatry and Mental Health, University of Tsukuba, School of Medicine and Medical Sciences, Tsukuba, Japan
| | - Tamaki Saito
- Department of Social Psychiatry and Mental Health, University of Tsukuba, School of Medicine and Medical Sciences, Tsukuba, Japan
| | - Wenjie Yang
- The Mental Health Center, Yunnan University, Kunming, China
| | - Mitsue Ogawa
- Doctoral Program in Human Care Science, Graduate School of Comprehensive Human Sciences, University of Tsukuba, Tsukuba, Japan
| | - Hong Zhang
- Psychological Health Counseling Center, Yunnan Police University, Kunming, China
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Milani L, Gentile DA. Factorial structure of the Internet Gaming Disorder questionnaire in the Italian setting: a single-factored ailment or a multifaceted condition? Eur Child Adolesc Psychiatry 2024; 33:2657-2668. [PMID: 38180537 DOI: 10.1007/s00787-023-02322-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/27/2023] [Accepted: 11/28/2023] [Indexed: 01/06/2024]
Abstract
INTRODUCTION Internet Gaming Disorder (IGD) according to DSM-5 is a behavioral addiction needing additional study. IGD in youth is correlated with anxiety, depression, attention problems, interpersonal problems, social phobia, behavior problems and low academic achievement. The aim of the present research is to contribute to the understanding of the disorder, by providing preliminary data on the factorial structure of the IGD Questionnaire in the Italian version. PARTICIPANTS 612 Italian students (323 females), mean of age = 13.94 (SD = 2.44). Instruments: a survey comprising IGD Questionnaire, Internet Addiction Test (IAT), Children's Coping Strategies Checklist (CCSC-R1), Assessment of Interpersonal Relations (AIR), and Child Behavior Checklist (CBCL). RESULTS 15.2% of participants showed a sub-clinical IGD and 2.1% met the full diagnostic criteria. Participants with IGD showed lower scores in interpersonal relationships, worse coping strategies and higher scores in externalization. The factorial structure of the IGD Questionnaire highlights 4 factors ("addiction", "gaming as coping", "impaired control" and "negative outcomes") that explain 52.14% of the variance. A single-factor solution was also tested and results seem to be coherent with the four-factor solution, explaining less variance. CONCLUSIONS IGD is a complex clinical condition that can be thought both as a single-factored and as a multi-faceted condition.
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Affiliation(s)
- Luca Milani
- CRIdee Department of Psychology, Catholic University of Milan, Milan, Italy.
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Thorell LB, Burén J, Ström Wiman J, Sandberg D, Nutley SB. Longitudinal associations between digital media use and ADHD symptoms in children and adolescents: a systematic literature review. Eur Child Adolesc Psychiatry 2024; 33:2503-2526. [PMID: 36562860 PMCID: PMC11272698 DOI: 10.1007/s00787-022-02130-3] [Citation(s) in RCA: 7] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/06/2021] [Accepted: 12/14/2022] [Indexed: 12/24/2022]
Abstract
Previous reviews have often shown a link between digital media ADHD symptom levels. However, longitudinal studies are needed to find stronger evidence of a causal effect as well as to determine the direction of effects. The aim of the present review (PROSPERO CRD42021262695) was therefore to provide a systematic review of studies meeting the following inclusion criteria: (1) include longitudinal data investigating associations between digital media (i.e., gaming and social media) and later ADHD symptoms or vice versa, (2) be published within the past 10 years (i.e., 2011 until June 2021), (3) be published in a peer-reviewed journal in English, and (4) include children or adolescents (age 0-17 years). After a systematic search in the Web of Science and PsycInfo databases, we included 28 studies, all with adequate or high quality. Results showed support for reciprocal associations between digital media and ADHD symptoms, with associations being more consistent for problematic use of digital media than for screen time. Thus, children with ADHD symptoms appear more vulnerable to developing high or problematic use of digital media (i.e., selection effects), and digital media also have effects on later ADHD symptom levels, either because of specific characteristics of digital media or because of indirect effects on, for example, sleep and social relations (i.e., media effects). However, it should be emphasized that further studies investigating potential moderators and mediators are needed if we are to better understand the complex associations between digital media and ADHD symptom levels.
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Affiliation(s)
- Lisa B Thorell
- Department of Clinical Neuroscience, Karolinska Institutet, Stockholm, Sweden.
| | - Jonas Burén
- Department of Clinical Neuroscience, Karolinska Institutet, Stockholm, Sweden
| | - Johanna Ström Wiman
- Department of Clinical Neuroscience, Karolinska Institutet, Stockholm, Sweden
| | - David Sandberg
- Department of Clinical Neuroscience, Karolinska Institutet, Stockholm, Sweden
| | - Sissela B Nutley
- Department of Clinical Neuroscience, Karolinska Institutet, Stockholm, Sweden
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Nie Q, Teng Z, Yang C, Griffiths MD, Guo C. Longitudinal Relationships Between School Climate, Academic Achievement, and Gaming Disorder Symptoms Among Chinese Adolescents. J Youth Adolesc 2024; 53:1646-1665. [PMID: 38400958 DOI: 10.1007/s10964-024-01952-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/13/2024] [Accepted: 02/05/2024] [Indexed: 02/26/2024]
Abstract
Despite growing concerns regarding the development of gaming disorder symptoms among adolescents, the longitudinal relationship between school factors and gaming disorder symptoms remains far from being fully understood. This two-year longitudinal study examined the relationship between school climate perceptions, academic achievement, and gaming disorder symptoms among three distinct demographic cohorts: preadolescents (n = 1513; 46.9% girls, Mage = 10.64 years, SD = 0.56), early adolescents (n = 1771; 48.3% girls, Mage = 13.54 years, SD = 0.70), and late adolescents (n = 2385; 50.1% girls, Mage = 16.41 years, SD = 0.59). A four-wave study was conducted (six months apart) using random intercept cross-lagged panel models (RI-CLPMs) to separate the within-person (state level) from the between-person (trait level) effects. The results obtained from the RI-CLPMs indicated that fluctuations in school climate perceptions negatively predicted subsequent changes in gaming disorder symptoms among preadolescents at the within-person level, but not among early and late adolescents. Fluctuations relating to gaming disorder symptoms also negatively predicted subsequent changes regarding academic achievement in late adolescents, but not in preadolescents and early adolescents. The effect of school-related factors on gaming disorder symptoms varies across different developmental stages. While preadolescents may represent a particularly susceptible subgroup for gaming disorder in terms of being predicted by their school environment, late adolescents appear to be more vulnerable to predictors of gaming disorder symptoms. The current study also discusses the implications of school-wide programs aimed at improving school climate and preventing the development of gaming disorder symptoms during key developmental periods.
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Affiliation(s)
- Qian Nie
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Zhaojun Teng
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China.
| | - Chunyan Yang
- Department of Counseling, Higher Education, and Special Education, University of Maryland, College Park, MD, USA
- Berkeley School of Education, University of California, Berkeley, CA, USA
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Cheng Guo
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China.
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Yin C. NPCs in video games: a reflective resource for sports coaches and participant engagement. Front Sports Act Living 2024; 6:1403829. [PMID: 38947865 PMCID: PMC11211555 DOI: 10.3389/fspor.2024.1403829] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/20/2024] [Accepted: 05/28/2024] [Indexed: 07/02/2024] Open
Abstract
This perspective article explores the potential of non-player characters (NPCs) in video games as a reflective tool for coaches to enhance participant engagement in sports. While coaches traditionally focus on movement skill instruction, their role extends to fostering young people's immersion in sports contexts and potentially contribute to the possibility of lifelong participation. However, challenges persist in translating coaching theory in coach education programs into practice, including the awareness of roles and how to make young people immersion in sports. Integrating elements from video games, where NPCs play pivotal roles in shaping player experiences, presents a possible avenue for re-thinking the role of coach, especially in participation. By drawing parallels between NPCs and coaches, this article advocates for a new reflection tool for coaching roles. Future research should investigate the effectiveness of leveraging NPCs to enhance athlete engagement and motivation, ultimately creating dynamic and inclusive coaching environments that cater to the evolving needs of participants.
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Affiliation(s)
- Chenxi Yin
- Institute for Sport, Physical Education and Health Sciences (ISPEHS), Moray House School of Education and Sport, University of Edinburgh, Edinburgh, United Kingdom
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André F, Bore P, Toresson T, Andersson M, Claesdotter-Knutsson E. The relationship between game genre, monetization strategy and symptoms of gaming disorder in a clinical sample of adolescents. Ups J Med Sci 2024; 129:10386. [PMID: 38571884 PMCID: PMC10989217 DOI: 10.48101/ujms.v129.10386] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/20/2023] [Revised: 01/09/2023] [Accepted: 01/09/2023] [Indexed: 04/05/2024] Open
Abstract
Background Gaming disorder (GD) has been introduced as a new diagnosis in the International Classification of Disease 11 (ICD-11). Currently, there's limited understanding of how various video games may differentially contribute to the risk of developing GD. The main aim of this study was to examine the relationship between individuals' game genre preferences, their preferred games' monetization strategies, and GD Symptoms. Methods A total of 85 patients undergoing treatment for GD at a child and youth psychiatric clinic were included in the study. Their preferred games were classified into five novel genres based on gameplay similarities and objectives, and further categorized based on their monetization strategy. Results Symptom burden of GD, measured with Game Addiction Scale for Adolescents (GASA), was highest for those playing Free-to-Play (F2P) games and lowest for Pay-to-Play (P2P) players. Players of Competitive Games endorsed higher GD symptom burden, whereas players of Story-driven games reported lower GD symptom burden. Symptoms of GD were associated with attention-deficit hyperactivity disorder (ADHD) diagnosis in males. Conclusions This study reveals that game genre preference is influenced by sex, age, and certain psychiatric diagnoses. The categorizing of games into genres is increasingly complex and our research introduces a novel categorization in a developing research field. The result of this study suggests that the monetization model is important to consider while trying to understand the relationship between game characteristics and GD symptoms.
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Affiliation(s)
- Frida André
- Lund University, Faculty of Medicine, Department of Clinical Sciences Lund, Section for Psychiatry, Lund, Sweden
| | - Per Bore
- Lund University, Faculty of Medicine, Department of Clinical Sciences Lund, Section for Psychiatry, Lund, Sweden
- Region Skåne, Malmö Addiction Center, Clinical Addiction Research Unit, Malmö, Sweden
| | | | - Mitchell Andersson
- Lund University, Faculty of Medicine, Department of Clinical Sciences Lund, Section for Psychiatry, Lund, Sweden
- Region Skåne, Malmö Addiction Center, Clinical Addiction Research Unit, Malmö, Sweden
| | - Emma Claesdotter-Knutsson
- Lund University, Faculty of Medicine, Department of Clinical Sciences Lund, Section for Psychiatry, Lund, Sweden
- Region Skåne, Child and Adolescent Psychiatry, Regional Outpatient Care, Lund University Hospital, Lund, Sweden
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8
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Koncz P, Demetrovics Z, Griffiths MD, Király O. The Potential Harm of Gambling Streams to Minors. J Am Acad Child Adolesc Psychiatry 2023; 62:713-715. [PMID: 36868454 DOI: 10.1016/j.jaac.2023.01.020] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/23/2022] [Revised: 12/31/2022] [Accepted: 02/22/2023] [Indexed: 03/05/2023]
Abstract
Video games are designed to attract the attention of a potentially diverse audience. One of the most popular video game-related content distributor sites is Twitch, which provides daylong access to all kinds of gaming-related content through independent content creators. This platform, compared with YouTube (the world's popular video-based content distributor), has one important difference. Namely, it dominantly provides real-time video content sharing (ie, streaming). The total audience of gaming live streaming in 2021 was approximately 810 million gamers worldwide, expected to grow to 921 million in 2022. While most of the viewers are adults, 17% of male viewers and 11% of female viewers are minors, between 10 and 20 years of age.1 Risk assessment in this field is still missing, while some dangers are presumably related to the type of content shared. As gambling-related videos draw more and more viewers, the possible risk of age-inappropriate content access has appeared. Future research and policy making should consider exploring this area to protect young consumers.
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Affiliation(s)
- Patrik Koncz
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar.
| | - Mark D Griffiths
- International Gaming Research Unit, Nottingham Trent University, Nottingham, United Kingdom
| | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
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9
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Király O, Koncz P, Griffiths MD, Demetrovics Z. Gaming disorder: A summary of its characteristics and aetiology. Compr Psychiatry 2023; 122:152376. [PMID: 36764098 DOI: 10.1016/j.comppsych.2023.152376] [Citation(s) in RCA: 11] [Impact Index Per Article: 11.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/29/2022] [Revised: 01/30/2023] [Accepted: 01/31/2023] [Indexed: 02/04/2023] Open
Abstract
The emergence, development, and maintenance of gaming disorder (GD) is the result of an interplay between gaming-related factors, individual factors, and environmental factors. None of these alone are sufficient to cause a disordered state, but it is the interactive co-occurrence of all these factors, which in some cases leads to GD. The goal of the present paper is to discuss in detail these three factors based on relevant and recent findings of the literature. Among gaming-related factors, we discuss online vs. offline videogames, the role of game genres, structural characteristics, game design elements, as well as some important monetization techniques. Among individual factors demographic risk factors, personality traits, motivational factors, comorbid psychopathology, genetic predisposition, and neurobiological processes are considered. Finally, among environmental factors we discuss family factors, early life experiences, the role of peers and school-related factors, as well as the broader context of culture including the popularity of esports.
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Affiliation(s)
- Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.
| | - Patrik Koncz
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Centre of Excellence in Responsible Gaming at the University of Gibraltar, Gibraltar
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Hing N, Russell AMT, King DL, Rockloff M, Browne M, Newall P, Greer N. Not all games are created equal: Adolescents who play and spend money on simulated gambling games show greater risk for gaming disorder. Addict Behav 2023; 137:107525. [PMID: 36274342 DOI: 10.1016/j.addbeh.2022.107525] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/01/2022] [Revised: 09/15/2022] [Accepted: 10/10/2022] [Indexed: 11/27/2022]
Abstract
Research reports positive associations between gaming disorder (GD) in adolescents and loot box purchasing but has not examined this relationship for other types of simulated gambling. This study examined whether greater engagement and expenditure in three types of simulated gambling were associated with meeting the criteria for GD in adolescents. A sample of Australians aged 12-17 years (N = 826) was recruited through an online panel aggregator. It included 646 gamers (57.7% male) with 89 being classified as having past-year GD, as defined and measured by the Internet Gaming Disorder Scale. Independent variables comprised past-month engagement in three simulated gambling activities (games with 'mini' gambling components, social casino games, and loot boxes), loot box purchasing, other microtransactions, impulsiveness, and demographics. Logistic regressions first examined whether engagement in each of the three simulated gambling activities was individually associated with GD, then with all three in the same model, and then controlling for demographic variables and impulsivity. Logistic regressions also examined whether microtransactions and purchasing loot boxes were individually associated with GD, then with both in the same model, and then controlling for demographic variables and impulsivity. Adolescents who had engaged in each simulated gambling activity in the past month were more likely to report meeting the criteria for GD. These relationships remained significant when controlling for common demographics and impulsiveness. Past-month engagement in social casino games increased the odds of GD 2.5 times (95% CI: 1.54; 4.02), 2.4 times for games with 'mini' gambling components (95% CI: 1.42; 3.90) and 2.0 times for engaging in loot boxes (95% CI: 1.22; 3.21), but only social casino games remained significant when controlling for engagement in all three activities. The likelihood of meeting the criteria for GD increased 3.8 times with expenditure on microtransactions (95% CI: 2.32; 6.27) and 4.6 times for buying loot boxes, and each remained significant when both were included in the model. Compared to digital games without simulated gambling elements, simulated gambling appears to attract adolescents who report GD. Implications of the results are discussed in detail.
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Affiliation(s)
- Nerilee Hing
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia.
| | - Alex M T Russell
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia.
| | - Daniel L King
- College of Education, Psychology, and Social Work, Flinders University, Australia.
| | - Matthew Rockloff
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia.
| | - Matthew Browne
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia.
| | - Philip Newall
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia; School of Psychological Science, University of Bristol, United Kingdom.
| | - Nancy Greer
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia.
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Salmensalo M, Ruotsalainen H, Hylkilä K, Kääriäinen M, Konttila J, Männistö M, Männikkö N. Associations between digital gaming behavior and physical activity among Finnish vocational students. J Public Health (Oxf) 2022. [DOI: 10.1007/s10389-022-01788-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/14/2022] Open
Abstract
Abstract
Digital gaming is considered to be a major sedentary lifestyle among youth. The time spent on digital gaming may also affect the physical behavior of young adults.
Objective
This study aimed to investigate the associations between various characteristics of digital gaming behavior (i.e., gaming time, device, and game type) and participation in physical activity among Finnish vocational students.
Materials and methods
The research employed a cross-sectional survey design. The analyzed sample consisted of 773 students (455 males, 318 females) from eight vocational school units in Northern Finland who regularly played digital games. Data were collected via an online self-reported questionnaire, which included questions concerning average weekly time spent on digital gaming, preferred device, favorite types of games, and physical activity.
Results
The students spent an average of two hours each day playing digital games. Males preferred to play using personal computers (PCs), whereas mobile gaming was more popular among females. Shooter (42.4%) and entertainment (64.2%) games were the most popular game types among males and females, respectively. The results revealed that male gender and PC gaming were both positively related to physical inactivity among vocational school students. A preference toward sport games was inversely related with physical inactivity.
Conclusion
The presented findings can be utilized to develop interventions that target the prevention of sedentary behavior among vocational students. Further longitudinal studies will be required to reliably assess the relationship between digital gaming and physical activity.
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Brown D, Lamb M. Digital temperance: adapting an ancient virtue for a technological age. ETHICS AND INFORMATION TECHNOLOGY 2022; 24:50. [PMID: 36465570 PMCID: PMC9685082 DOI: 10.1007/s10676-022-09674-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Accepted: 11/07/2022] [Indexed: 06/17/2023]
Abstract
In technological societies where excessive screen use and internet addiction are becoming constant temptations, the valuable yet intoxicating pleasures of digital technology suggest a need to recover and repurpose temperance, a virtue emphasized by ancient and medieval philosophers. This article reconstructs this virtue for our technological age by reclaiming the most relevant features of Aristotle's and Aquinas's accounts and suggesting five critical revisions needed to adapt the virtue for a contemporary context. The article then draws on this critical interpretation, along with empirical research analyzing the value and dangers of digital technology, to construct a normative account of digital temperance, a virtue that finds a mean between "digital insensibility," the vice of deficiency, and "digital overindulgence," the vice of excess. We conclude by showing how this virtue of digital temperance can help to promote human flourishing in a world saturated with tempting technology.
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Affiliation(s)
- Dylan Brown
- Philosophy Department, Duke University, 201 West Duke Bldg, Box 90743, Durham, NC 27708 USA
| | - Michael Lamb
- Program for Leadership and Character, Wake Forest University, P. O. Box 7392, Winston-Salem, NC 27109 USA
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Bäcklund C, Elbe P, Gavelin HM, Sörman DE, Ljungberg JK. Gaming motivations and gaming disorder symptoms: A systematic review and meta-analysis. J Behav Addict 2022; 11:667-688. [PMID: 36094861 PMCID: PMC9872536 DOI: 10.1556/2006.2022.00053] [Citation(s) in RCA: 12] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/11/2022] [Revised: 06/24/2022] [Accepted: 07/12/2022] [Indexed: 02/03/2023] Open
Abstract
BACKGROUND AND AIMS The present systematic review and meta-analysis aimed to synthesize the available literature on the relationship between gaming motivations and gaming disorder symptoms. Specifically, to (1) explore what gaming motivation questionnaires and classifications are used in studies on gaming disorder symptoms and (2) investigate the relationship between motivational factors and symptoms of gaming disorder. METHOD An electronic database search was conducted via EBSCO (MEDLINE and PsycINFO) and the Web of Science Core Collection. All studies using validated measurements on gaming disorder symptoms and gaming motivations and available correlation coefficients of the relationship between gaming disorder and gaming motivations were included. The meta-analyses were conducted using a random-effects model. RESULTS In total, 49 studies (k = 58 independent sub-samples), including 51,440 participants, out of which 46 studies (k = 55 sub-samples, n = 49,192 participants) provided data for the meta-analysis. The synthesis identified fourteen different gaming motivation instruments, seven unique motivation models, and 26 motivational factors. The meta-analysis showed statistically significant associations between gaming disorder symptoms and 23 out of 26 motivational factors, with the majority of the pooled mean effect sizes ranging from small to moderate. Moreover, large heterogeneity was observed, and the calculated prediction intervals indicated substantial variation in effects across populations and settings. Motivations related to emotional escape were robustly associated with gaming disorder symptoms. DISCUSSION AND CONCLUSIONS The present meta-analysis reinforces the importance of motivational factors in understanding problematic gaming behavior. The analysis showed significant heterogeneity in most outcomes, warranting further investigation. REGISTRATION DETAIL PROSPERO (CRD42020220050).
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Affiliation(s)
- Christian Bäcklund
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden,Corresponding author. E-mail:
| | - Pia Elbe
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden,Department of Radiation Sciences, Umeå Center for Functional Brain Imaging (UFBI), Umeå University, Sweden
| | | | - Daniel Eriksson Sörman
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden
| | - Jessica K. Ljungberg
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden
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Response to the Regulation of Video Games under the Youth Media Protection Act: A Public Health Perspective. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19159320. [PMID: 35954678 PMCID: PMC9368282 DOI: 10.3390/ijerph19159320] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 06/24/2022] [Revised: 07/22/2022] [Accepted: 07/23/2022] [Indexed: 02/01/2023]
Abstract
The Swiss Youth and Media Act, which is about to enter into force, is an attempt to provide a legislative framework for video game use. Among other inclusions, the law intends to make providers more accountable by taking measures to protect minors from harm that can be caused by improper use of video games. However, it is a challenge to create a legal framework that can adequately regulate the evolving features of video games. Legislators must find a suitable regulatory approach which takes into account the fact that there is an increasing convergence between video games and gambling, particularly with the introduction of loot boxes. Moreover, there is a need for regulation, including the prohibition of misleading designs, the introduction of additional protection for minors, and the assurance of transparency of transactions. Appropriate policy legislation and consumer-protection measures are needed to protect people using these types of products, particularly children and adolescents. Further work should focus on assessing game characteristics to refine regulatory models to promote safe gaming. Based on experiences from the field of psychoactive substances as well as that of gambling, it is now a matter of developing a matrix of harm with elaborated categories: a tool that makes it possible to evaluate the potential harms of certain game design in an evidence-based manner.
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15
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The relationship between videogame micro-transactions and problem gaming and gambling: A systematic review. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2022.107219] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/23/2022]
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16
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Larrieu M, Billieux J, Decamps G. Problematic gaming and quality of life in online competitive videogame players: Identification of motivational profiles. Addict Behav 2022; 133:107363. [PMID: 35689906 DOI: 10.1016/j.addbeh.2022.107363] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/26/2021] [Revised: 03/28/2022] [Accepted: 05/05/2022] [Indexed: 11/01/2022]
Abstract
BACKGROUND Online competitive practice of video games has recently known a significant worldwide expansion. However, this practice can be associated to problematic use and deterioration of quality of life depending on multiple determinants, among which motivation is central. The purpose of this study was to identify motivational clusters and to compare them regarding quality of life, problematic use of video game, and personality traits. METHODS Participants (N = 256) in this cross-sectional study were recruited through specialized websites to complete self-reported questionnaires assessing motivation to play online (MOGQ), personality (BFI-Fr), quality of life (WHOQOL-BREF), and problematic gaming (IGD-Scale). A hierarchical clustering analysis and intergroup comparative analyses were conducted. FINDINGS Three motivational clusters were identified ("recreational", "competitive" and "escapers"). "Competitive" and "escapers" players reported higher IGD scores than the "recreational" players (p <.001). However, "escapers" players had lower psychological health scores (p <.001), were more neurotic (p <.001), and less extroverted (p <.001) than the others. Based on IGD scores, "competitive" and "escapers" players were considered as problematic albeit only "escapers" exhibited a functional impairment. Therefore, engaged and problematic players cannot be differentiated with IGD scores. DISCUSSION IGD scores were insufficient to differentiate between players at risk of evolution toward pathological states (i.e., "escapers" players) and those whose strong engagement is not detrimental to their quality of life (i.e., "competitive" players). Consequently, considering both psychological health and motivation is necessary to assess the problematic nature of competitive videogame practice. Better definitions and assessment tools are essential in order to avoid over-diagnosis of non-pathological gaming behavior.
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Hing N, Lole L, Russell AMT, Rockloff M, King DL, Browne M, Newall P, Greer N. Adolescent betting on esports using cash and skins: Links with gaming, monetary gambling, and problematic gambling. PLoS One 2022; 17:e0266571. [PMID: 35511808 PMCID: PMC9070895 DOI: 10.1371/journal.pone.0266571] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/15/2021] [Accepted: 03/22/2022] [Indexed: 11/19/2022] Open
Abstract
Adolescents can easily access esports betting sites and place bets using cash or skins. This descriptive cross-sectional study examined the characteristics of adolescent esports bettors and relationships between their esports betting, video gaming activities, monetary gambling participation, and at-risk/problem gambling. Two survey samples of Australians aged 12-17 years were recruited through advertisements (n = 841) and online panel providers (n = 826). In both samples, gender and parents' living situation did not differ by past-month esports cash and skin betting, but recent esports betting was associated with engaging in esports gaming activities such as playing and watching esports, and in monetary gambling activities. Past-month esports betting using cash and skins was significantly associated with at-risk/problem gambling. After controlling for recent monetary gambling, recent esports skin bettors were over 3 times more likely to meet criteria for at-risk/problem gambling. Esports betting using skins appears to pose risks for young people and is easily accessible through unlicensed operators.
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Affiliation(s)
- Nerilee Hing
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQ University, Bundaberg, QLD, Australia
| | - Lisa Lole
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQ University, Bundaberg, QLD, Australia
| | - Alex M. T. Russell
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQ University, Bundaberg, QLD, Australia
| | - Matthew Rockloff
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQ University, Bundaberg, QLD, Australia
| | - Daniel L. King
- College of Education, Psychology, and Social Work, Flinders University, Adelaide, SA, Australia
| | - Matthew Browne
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQ University, Bundaberg, QLD, Australia
| | - Philip Newall
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQ University, Bundaberg, QLD, Australia
| | - Nancy Greer
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQ University, Bundaberg, QLD, Australia
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18
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Syvertsen A, Ortiz de Gortari AB, King DL, Pallesen S. Problem mobile gaming: The role of mobile gaming habits, context, and platform. NORDIC STUDIES ON ALCOHOL AND DRUGS 2022; 39:362-378. [PMID: 36003120 PMCID: PMC9379297 DOI: 10.1177/14550725221083189] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/03/2021] [Accepted: 02/09/2022] [Indexed: 12/28/2022] Open
Abstract
Aims: Mobile gaming is a dominant form of gaming, known for its portability and for game characteristics that motivate continuous play and spending. Such involvement may also turn problematic, but research on problem gaming (PG) has tended to focus on non-mobile forms of gaming. The study was based on a cross-sectional observational design where students in upper secondary schools were recruited to a survey about mobile gaming. The age of the respondents ranged from 16 to 23 years (n = 519; 52.4% men; mean age = 17.2 years, SD = 1.1). Methods: We examined (1) gaming frequency, gaming contexts, and in-game spending in relation to PG; (2) gaming context in relation to academic achievement and sleep quality; and (3) PG according to gaming platform (i.e., playing on mobile, console/computer, or mixed platforms) with Kruskal−Wallis tests, chi-square tests and Spearman rank-order correlations. Results: PG was positively associated with mobile gaming hours per week (η2 = .02, p < .01), minutes per session (η2 = .03, p < .001), making in-app purchases (Cramer's V = .15, p < .05), and gaming during homework (Cramer's V = .14, p < .05). Statistically significant associations were found between mobile gaming in bed and later sleep midpoint for weekdays (rs = .18, p < .001) and weekends (rs = .11, p < .05). Mixed platform gamers had increased likelihood of PG, console/computer gamers had increased likelihood of being at risk for PG, and mobile gamers had lower risk for PG (Cramer's V = .18, p < .001). Conclusion: Future studies should include specific measures of mobile gaming as it appears implicated in problem gaming, albeit to a lesser degree than console and computer gaming.
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Affiliation(s)
| | | | | | - Ståle Pallesen
- University of Bergen, Norway; and North-West University, Vanderbijlpark, South Africa
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19
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Li H, Gan X, Xiang GX, Zhou T, Wang P, Jin X, Zhu C. Peer Victimization and Problematic Online Game Use Among Chinese Adolescents: The Dual Mediating Effect of Deviant Peer Affiliation and School Connectedness. Front Psychol 2022; 13:823762. [PMID: 35391976 PMCID: PMC8983062 DOI: 10.3389/fpsyg.2022.823762] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/28/2021] [Accepted: 03/01/2022] [Indexed: 01/16/2023] Open
Abstract
Abundant evidence has proved an association between peer victimization and problematic online game use (POGU). However, the underlying mechanisms of this relation are still under-investigated. Grounded in the ecological system theory, this study examined whether deviant peer affiliation (DPA) and school connectedness mediated the association between peer victimization and adolescent POGU. A sample of 698 Chinese adolescents completed questionnaires regarding peer victimization, problematic online game use, DPA, and school connectedness, of which 51.58% were boys. Path analyses indicated that peer victimization was positively associated with problematic online game use, and this link could be mediated by deviant peer affiliation and school connectedness. The findings identify the potential underlying mechanism by which peer victimization is associated with adolescent problematic online game use, which has important implications for theory and prevention.
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Affiliation(s)
- Hao Li
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
| | - Xiong Gan
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
| | - Guo-Xing Xiang
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
| | - Ting Zhou
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
| | - Pinyi Wang
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
| | - Xin Jin
- Department of Psychology, College of Education and Sports Sciences, Yangtze University College of Technology and Engineering, Jingzhou, China
| | - Congshu Zhu
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
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20
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Montag C, Schivinski B, Pontes HM. Is the proposed distinction of gaming disorder into a predominantly online vs. offline form meaningful? Empirical evidence from a large German speaking gamer sample. Addict Behav Rep 2021; 14:100391. [PMID: 34938849 PMCID: PMC8664876 DOI: 10.1016/j.abrep.2021.100391] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2021] [Revised: 10/22/2021] [Accepted: 10/28/2021] [Indexed: 01/30/2023] Open
Abstract
Disordered gaming is distinguished by predominantly online, offline, and unspecific gaming. Online gamers showed the highest tendencies towards disordered gaming. Gaming via desktop computers was linked with the highest disordered gaming levels.
In the eleventh revision of the International Classification of Diseases (ICD-11), Gaming Disorder (GD) is distinguished between disordered gaming occurring predominantly online, offline, and unspecified. Currently, no study has investigated whether such a distinction is meaningful in diagnosing disordered gaming. Therefore, a large group of gamers with varied tendencies towards disordered gaming was recruited to examine this issue. A large sample (N = 2,768) was recruited and data were collected on disordered gaming, along with information on their preferred gaming mode and device used to play. The present study shows that the distinction between online and offline gaming mode proposed by the WHO is meaningful because online gamers presented with the highest disordered gaming scores followed by mixed gamers (those stating to equally prefer online and offline gaming), and offline gamers. Finally, it was also observed that the type of device for gaming used associated with disordered gaming levels. Specifically, those reporting mostly to use their desktop computer for gaming showed the highest disordered gaming scores. The present study lends empirical support for the consideration of both gaming mode and gaming device in the study of disordered gaming.
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Affiliation(s)
- Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
| | - Bruno Schivinski
- School of Media and Communication, RMIT University, VIC 3000 Melbourne, Australia
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
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21
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Li L, Niu Z, Griffiths MD, Mei S. Relationship Between Gaming Disorder, Self-Compensation Motivation, Game Flow, Time Spent Gaming, and Fear of Missing Out Among a Sample of Chinese University Students: A Network Analysis. Front Psychiatry 2021; 12:761519. [PMID: 34790137 PMCID: PMC8591052 DOI: 10.3389/fpsyt.2021.761519] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/20/2021] [Accepted: 10/05/2021] [Indexed: 11/13/2022] Open
Abstract
Background and Aims: In previous correlational research, the relationship between gaming disorder (GD), compensation motivation, game flow, time spent gaming, and fear of missing out (FoMO) has been examined. However, network analysis has rarely been applied to explore the relationship between GD, self-compensation motivation, game flow, time spent gaming, and FoMO. Therefore, the present study used network analysis to examine the relationship between the aforementioned variables among a sample of gamers. Methods: The present study comprised gamers (N = 1,635) recruited from three Chinese universities, who completed an online survey including the Gaming Disorder Test, Self-Compensation Motivation Questionnaire, Game Flow Questionnaire, and Trait-State Fear of Missing Out Scale, as well as four items related to time spent gaming. Results: Self-compensation motivation, game flow, time spent gaming, and FoMO were all significantly and positively associated with GD. In the domain-level and facet-level networks, weekday gaming hours and weekend gaming hours had the strongest edge intensity. The domain-level, facet-level, and item-level networks analysis also showed that GD was connected with self-compensation motivation, game flow, time spent gaming, and FoMO. The network structure demonstrated a significant difference between males and females (2.33 vs. 2.81, p = 0.001) using the domain-level network comparison test (NCT). Conclusions: The results suggest that GD is closely associated with self-compensation motivation, game flow, time spent gaming, and FoMO. FoMO and gaming motivation (i.e., self-compensation and game flow) may increase time spent gaming and facilitate GD. Therefore, interventions that decrease game immersion and time spent gaming are likely to decrease GD.
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Affiliation(s)
- Li Li
- School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China
| | - Zhimin Niu
- School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Songli Mei
- School of Public Health, Jilin University, Changchun, China
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22
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Gupta D, Bennett-Li L, Velleman R, George S, Nadkarni A. Understanding internet gaming addiction in clinical practice. BJPSYCH ADVANCES 2021. [DOI: 10.1192/bja.2020.81] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/01/2023]
Abstract
SUMMARYInternet gaming disorder (IGD) is a condition in which the individual is preoccupied with playing online video games and unable to regulate this behaviour, resulting in adverse physical and psychological consequences. Although there is some debate about whether IGD is an addiction or a coping mechanism, global evidence indicates that the condition is increasing in prevalence with recent advances in technology and its higher penetration into routine life. Male children and adolescents located in East Asian countries are at higher risk than others in the world. Attention-deficit hyperactivity disorder, depression and anxiety are typically associated with IGD. Given the continuing ambiguity regarding the diagnosis and screening tools for the disorder, it has become all the more relevant for mental health practitioners and academics to attend to this condition and develop evidence-based treatments. This review summarises both the existing evidence for the disorder and the debates that surround it.
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Abstract
Attachment and alexithymia play a central role in the appearance and persistence of pathological gambling and related comorbid addictive behaviours among adolescents and young adults. The aim of the present study was to explore the differences between problem gamblers and non-problem gamblers in gambling severity, spending, video gaming, alcohol and drugs use, attachment, and alexithymia, as well as the interaction among these variables. The study sample included 560 participants non-problem gamblers (mean age = 15.49 years) and 54 problem gamblers (mean age = 16.43 years). Gambling disorder (SOGS-RA), drugs, alcohol, video games and spending (MULTICAGE CAD-4), attachment (IPPA), and alexithymia (TAS-20) were measured. Student's t, Pearson's r, and multiple mediation analyses were conducted. Problem gamblers scored significantly higher in all substance and non-substance addictive behaviours and alexithymia; as well as significantly lower scores in mother and father attachment scales. Moreover, gambling was negatively associated to father and mother attachment, and positively associated to alexithymia. Finally, alexithymia was found to mediate between parental attachment and gambling, spending, videogame, drug and alcohol abuse, especially in the case of mother attachment. This study demonstrated that adolescent and young adult problem gamblers show higher comorbid addictions than non-problem gamblers, in the same way as higher levels of alexithymia and poorer father attachment. Given that higher comorbidity in early ages is associated with worse prognosis and higher psychopathology in adult life, early detection and treatment purposes becomes essential.
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24
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Throuvala MA, Griffiths MD, Rennoldson M, Kuss DJ. Policy Recommendations for Preventing Problematic Internet Use in Schools: A Qualitative Study of Parental Perspectives. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:4522. [PMID: 33923208 PMCID: PMC8123119 DOI: 10.3390/ijerph18094522] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 03/14/2021] [Revised: 04/16/2021] [Accepted: 04/17/2021] [Indexed: 12/24/2022]
Abstract
Parenting in the digital age has been characterized as one of the most challenging tasks of the modern era. Parents are ambivalent about their mediating role. However, problematic aspects of adolescent online use have not been adequately addressed in education. The present study investigated parental perceptions of intervention needs within schools to prevent excessive/problematic use, enhance parent-child communication, and reduce family conflicts. Nine interviews with parents of adolescents residing in the UK were carried out and analyzed utilizing thematic analysis. Three main themes emerged as parental proposals: (i) schools as digital education providers and prevention hubs, (ii) provision of mental health literacy to raise awareness, resolve ambiguity regarding impacts and mitigate excessive use and impacts, and (iii) psychoeducation and upskilling. The third theme related to impacts from time spent on screens (time displacement), content-related impacts, and context-related impacts. The present study offers recommendations for media literacy during adolescence beyond e-safety (i.e., addressing interpersonal communication problems, privacy vs. disclosure issues), based on parents' views, and provides new insights for media and emotional health literacy collaboration efforts. Future work should investigate the feasibility and effectiveness of such interventions to support the emotional health of young people and prevent problematic internet use escalation.
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Affiliation(s)
- Melina A. Throuvala
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham NG1 4FQ, UK; (M.D.G.); (D.J.K.)
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham NG1 4FQ, UK; (M.D.G.); (D.J.K.)
| | - Mike Rennoldson
- Psychology Department, Nottingham Trent University, Nottingham NG1 4FQ, UK;
| | - Daria J. Kuss
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham NG1 4FQ, UK; (M.D.G.); (D.J.K.)
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25
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Contribution of Game Genre and Structural Game Characteristics to the Risk of Problem Gaming and Gaming Disorder: a Systematic Review. CURRENT ADDICTION REPORTS 2021. [DOI: 10.1007/s40429-021-00367-7] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/04/2023]
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26
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27
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Finserås TR, Krossbakken E, Pallesen S, Mentzoni R, King DL, Griffiths MD, Molde H. Near Miss in a Video Game: an Experimental Study. Int J Ment Health Addict 2021. [DOI: 10.1007/s11469-019-00070-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/01/2022] Open
Abstract
AbstractModels to explain persistent and excessive gaming behavior have proposed that reward characteristics in video games influence gaming behavior, yet these characteristics have received minimal empirical attention to date. The present study employed an experimental approach to examine how a near miss and other different outcomes (a win or loss with small and large margin, respectively) influence gaming behavior and subjective experiences and evaluations of the game. A total of 40 participants competed against four avatars in a counterbalanced repeated measure design with four scenarios: (a) losing by a large margin, (b) losing by a small margin, (c) winning by a small margin, and (d) winning by a large margin. Outcome measurements included the urge to continue playing, affective response, game evaluation, and regret. Repeated measure ANOVAs with post hoc tests were employed to assess outcomes across the scenarios. Participants reported greater frustration and regret when losing compared to winning and tended to evaluate the games they won more positively than the games they lost. Participants felt more bored and less excited when they experienced a near miss compared to winning by a large margin. The results show that winning in video games influences players’ experiences and perceptions differently than losing.
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Li L, Griffiths MD, Mei S, Niu Z. The Mediating Role of Impulsivity and the Moderating Role of Gender Between Fear of Missing Out and Gaming Disorder Among a Sample of Chinese University Students. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2021; 24:550-557. [PMID: 33739873 DOI: 10.1089/cyber.2020.0283] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/06/2023]
Abstract
The role of fear of missing out (FoMO) in addictive behaviors has recently attracted growing attention. In view of negative effects of gaming disorder (GD) among adolescents and emerging adults, research examining the relationship between FoMO and GD is needed, alongside the roles of impulsivity and gender in the relationship between FoMO and GD. This study examined whether impulsivity as a mediator and gender as a moderator impacted on the relationship between FoMO and GD among a sample of Chinese university students. A sample of 1,288 Chinese university students from three universities completed an online survey through the Wenjuanxing platform. The Chinese Trait-State Fear of Missing Out Scale, the Barratt Impulsiveness Scale-Brief, and the Chinese Gaming Disorder Scale were used in this study. The model results indicated that impulsivity partially mediated the relationship between FoMO and GD, and that there was a larger effect size between impulsivity and GD among males. High levels of FoMO among individuals may impact on executive functions leading to more impulsivity, and are associated with GD. Gender may moderate the relationship between impulsivity and GD. This study deepens the understanding of the relationship between FoMO and GD, and provides new perspectives for practitioners to incorporate into health prevention programs to help regulate emotion, control impulsivity, and decrease GD.
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Affiliation(s)
- Li Li
- School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China
| | - Mark D Griffiths
- International Gaming Research Unit, Nottingham Trent University, Nottingham, United Kingdom
| | - Songli Mei
- School of Public Health, Jilin University, Changchun, China
| | - Zhimin Niu
- School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China
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Kelly S, Leung J. The New Frontier of Esports and Gaming: A Scoping Meta-Review of Health Impacts and Research Agenda. Front Sports Act Living 2021; 3:640362. [PMID: 33796849 PMCID: PMC8008070 DOI: 10.3389/fspor.2021.640362] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/11/2020] [Accepted: 02/22/2021] [Indexed: 12/03/2022] Open
Abstract
Given the rapid evolution of the gaming industry and the rising popularity of a hyper-connected, competitive esports version of online gaming, a meta-review of the impact of online competitive gaming upon health is timely. A scoping meta-review was conducted on 10 reviews that reported on any health consequences (physical, lifestyle, cognitive, mental, or social) of esports, online competitive gaming, or video gaming participation, as a player or spectator. While past reviews have examined health effects of video gaming, few have focused upon the newly evolved gaming context, incorporating both playing and streamed viewing, recognition as a professional sport, and potential career and exponential participation. Most past reviews have focused upon physical health impacts of video gaming among adolescents and young adults, but none have examined impacts of different forms of gaming participation in the new gaming era, and their potential differential health impacts. A scoping meta-review was undertaken on the physical, social, and psychological health outcomes of competitive online gaming and associated screen use, revealing a need for further review and research into lifestyle health outcomes including diet and sedentary behavior among young esports and competitive video gaming participants.
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Affiliation(s)
- Sarah Kelly
- UQ Business School, University of Queensland, Brisbane, QLD, Australia
| | - Janni Leung
- School of Psychology, University of Queensland, Brisbane, QLD, Australia
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SYNDROMAL COMORBIDITY IN PATIENTS WITH NON-CHEMICAL ADDICTION. WORLD OF MEDICINE AND BIOLOGY 2021. [DOI: 10.26724/2079-8334-2021-2-76-98-103] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
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31
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Rumpf HJ, Browne D, Brandt D, Rehbein F. Addressing taxonomic challenges for Internet Use Disorders in light of changing technologies and diagnostic classifications. •. J Behav Addict 2020; 9:942-944. [PMID: 33289695 PMCID: PMC8969722 DOI: 10.1556/2006.2020.00094] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/27/2020] [Revised: 10/20/2020] [Accepted: 10/29/2020] [Indexed: 11/19/2022] Open
Abstract
Drawing a distinction between mobile and non-mobile Internet Use Disorders is an important step to clarify blurred current concepts in the field of behavioral addictions. Similarly, future technological advances related to virtual or augmented reality, artificial intelligence or the Internet of things might lead to further modifications or new taxonomies. Moreover, diagnostic specifiers like offline/online might change with technological advances and trends of use. An important taxonomical approach might be to look for common structural characteristics of games and applications that will be amenable to new technical developments. Diagnostic and taxonomical approaches based on empirical evidence are important goals in the study of behavioral addictions.
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Affiliation(s)
- Hans-Jürgen Rumpf
- Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany,Corresponding author.
| | - Dillon Browne
- Department of Psychology, University of Waterloo, Waterloo, Canada
| | - Dominique Brandt
- Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
| | - Florian Rehbein
- Criminological Research Institute Lower Saxony, Hannover, Germany
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32
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Li L, Griffiths MD, Niu Z, Mei S. Fear of Missing Out (FoMO) and Gaming Disorder among Chinese University Students: Impulsivity and Game Time as Mediators. Issues Ment Health Nurs 2020; 41:1104-1113. [PMID: 32634040 DOI: 10.1080/01612840.2020.1774018] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 02/06/2023]
Abstract
BACKGROUND AND AIMS Research into the fear of missing out (FoMO) has greatly increased in recent years. Given the negative consequences of gaming disorder (GD) among a small minority of individuals, there is an increasing need for research examining the impact of FoMO on GD. However, little is known about the roles of impulsivity and gaming time as mediators in the relationship between FoMO and GD. The present study examined whether impulsivity and gaming time mediated the relationship between FoMO (trait-FoMO and state-FoMO) and GD among Chinese university students, as well as the prevalence of GD. METHODS A total of 1127 university students completed an online survey including the Chinese Trait-State Fear of Missing Out Scale (T-SFoMOS-C), the Barratt Impulsiveness Scale-Brief (BIS-Brief), gaming time survey, and the Chinese Gaming Disorder Scale (CGDS). RESULTS The prevalence of GD was 6.4% among Chinese university students. Trait-FoMO was found to indirectly impact GD via impulsivity and gamine time, whereas the direct effect of trait-FoMO on GD and the mediation effects of gaming time were not confirmed. State-FoMO impacted on GD both directly, and indirectly via the mediation effects of impulsivity as well as impulsivity and gaming time. CONCLUSION Trait-FoMO on GD was fully mediated via impulsivity and gaming time, whereas state-FoMO on GD was partly mediated via impulsivity and gaming time. Individuals with high levels of FoMO were more likely to show impulsivity and spend a longer time gaming, and these factors were associated with GD. These findings provide insights to incorporate into health prevention programs to help regulate emotion, control impulsivity, and decrease GD.
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Affiliation(s)
- Li Li
- School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China
| | - Mark D Griffiths
- International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
| | - Zhimin Niu
- School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China
| | - Songli Mei
- School of Public Health, Jilin University, Changchun, China
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Cudo A, Misiuro T, Griffiths MD, Torój M. The Relationship Between Problematic Video Gaming, Problematic Facebook Use, and Self-Control Dimensions Among Female and Male Gamers. Adv Cogn Psychol 2020; 16:248-267. [PMID: 33193913 PMCID: PMC7644983 DOI: 10.5709/acp-0301-1] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/17/2022] Open
Abstract
The development of new technology has contributed to changes in everyday functioning. However, one possible negative aspect of new technologies is their problematic, uncontrolled use. Dysfunctional self-control is a critical aspect of problematic behavior. Consequently, the present research investigated the relationship between problematic video gaming (PVG), problematic Facebook use (PFU), and self-control dimensions among female and male gamers. The study comprised 830 videogame players (350 female gamers) aged from 15 to 31 years. PFU was assessed using the Facebook Intrusion Scale, and PVG was assessed using the Problem Video Game Playing Questionnaire. Self-control dimensions were assessed using the 50-item Nowy Arkusz Samowiedzy (Self-Knowledge New Sheet; NAS-50). Findings showed that lower goal maintenance was associated with higher PFU, whereas lower initiative and persistence was associated with higher PVG among both groups. Additionally, there was a negative association between inhibition and adjournment and problematic behaviors among male gamers. In contrast, PFU was associated inhibition and adjournment among female gamers. The findings demonstrate the difference between both genders in the relationship between PVG and self-control. These findings enable a better understanding of the relationship between problematic behaviors and self-control among gamers and the differences between female and male gamers.
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Affiliation(s)
- Andrzej Cudo
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20-950, Lublin, Poland
| | - Tomasz Misiuro
- Department of Psychological Research Methodology, The University of Zielona Góra, Licealna 9/9, 65-417, Zielona Góra, Poland
| | - Mark D. Griffiths
- International Gaming Research Unit, Nottingham Trent University, 50 Shakespeare St, Nottingham NG1 4FQ, United Kingdom
| | - Małgorzata Torój
- Department of Emotion and Motivation Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20-950 Lublin, Poland
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The development and validation of the Videogaming Motives Questionnaire (VMQ). PLoS One 2020; 15:e0240726. [PMID: 33095762 PMCID: PMC7584249 DOI: 10.1371/journal.pone.0240726] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/28/2020] [Accepted: 10/02/2020] [Indexed: 12/31/2022] Open
Abstract
Gaming motives are important factors for explaining individual differences in videogame-related behaviors. The aim of the present study was to develop a new comprehensive but brief instrument-the Videogaming Motives Questionnaire (VMQ)-which embraces some of the most relevant gaming motives. In a first study, a pilot exploratory factor analysis (EFA) with data from 140 undergraduates was performed on items from twelve potential motives. This identified eight main factors: recreation, social interaction, coping, violent reward, fantasy, cognitive development, customization, and competition. In Studies 2 and 3, an EFA and a confirmatory factor analysis were performed on two independent samples of 407 adolescents and 260 young adults, respectively. The VMQ presented a robust eight-factor structure, with all scales showing adequate reliability indices. In reference to criterion validity, all motives presented specific associations with hours spent playing videogames, disordered gaming, and game genre preferences. More specifically, and in both adolescents and young adults, social interaction was the main motive related to time spent gaming, whereas disordered gaming was related to both coping and social interaction motives. Based on these findings, it is concluded that the VMQ is a brief and psychometrically appropriate tool for assessing the most relevant videogaming motives.
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Chamarro A, Oberst U, Cladellas R, Fuster H. Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers-The Mediating Role of Use Expectancies and Time Spent Gaming. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:ijerph17176429. [PMID: 32899364 PMCID: PMC7503624 DOI: 10.3390/ijerph17176429] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 07/13/2020] [Revised: 08/28/2020] [Accepted: 08/31/2020] [Indexed: 01/10/2023]
Abstract
Casual videogames (CVGs), played on smartphones, are becoming increasingly popular, especially among females and adults. Whereas the addictive potential of online (computer) videogames is well-established, there is yet insufficient evidence for Internet gaming disorder (IGD) in mobile gamers and for the mediating role of some mechanisms involved. The aim of this study is to investigate the impact of the frustration of psychological needs on mobile videogamers’ addictive behavior as well as the role of cognitions (game-use expectancies) and behaviors (time spent playing) through a hypothesized serial mediation model, while controlling for important correlates, such as game genre, age, gender and payment during play. A total of 471 mobile game users (211 males) with an average age of 21.73 replied to an online survey containing sociodemographic and game variables, the Need Satisfaction and Frustration Scale (NSFS), the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and a slightly modified version of the Internet Use Expectancies Scale (IUES). The results corroborate the negative effects of need frustration on IGD among mobile gamers and clarify the role of time spent playing and game-use expectancies in the development of IGD, highlighting the important role of cognitions in this relationship. We conclude that both the time spent playing and game-use expectancies should be important targets for clinical interventions, even though they are not included in the diagnostic criteria.
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Affiliation(s)
- Andrés Chamarro
- Department of Basic, Developmental and Educational Psychology, Autonomous University of Barcelona, 08193 Bellaterra, Spain;
- Serra Hunter Programme, Generalitat de Catalunya, 08003 Barcelona, Spain
- Correspondence:
| | - Ursula Oberst
- Department of Psychology, Blanquerna School of Psychology, Education and Sport Sciences, Ramon Llull University, 08022 Barcelona, Spain;
| | - Ramón Cladellas
- Department of Basic, Developmental and Educational Psychology, Autonomous University of Barcelona, 08193 Bellaterra, Spain;
| | - Héctor Fuster
- School of New Interactive Technologies, University of Barcelona, 08007 Barcelona, Spain;
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Stavropoulos V, Pontes HM, Gomez R, Schivinski B, Griffiths M. Proteus Effect Profiles: how Do they Relate with Disordered Gaming Behaviours? Psychiatr Q 2020; 91:615-628. [PMID: 32140972 DOI: 10.1007/s11126-020-09727-4] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/20/2022]
Abstract
Gamers represent themselves in online gaming worlds through their avatars. The term "Proteus Effect" (PE) defines the potential influences of the gamers' avatars on their demeanour, perception and conduct and has been linked with excessive gaming. There is a significant lack of knowledge regarding likely distinct PE profiles and whether these could be differentially implicated with disordered gaming. A normative group of 1022 World of Warcraft (WoW) gamers were assessed in the present study (Mean age = 28.60 years). The Proteus Effect Scale (PES) was used to evaluate the possible avatar effect on gamers' conduct, and the Internet Gaming Disorder Scale-Short-Form was used to examine gaming disorder behaviors. Latent class profiling resulted in three distinct PE classes, 'non-influenced-gamers' (NIGs), 'perception-cognition-influenced-gamers' (PCIGs), and 'emotion-behaviour-influenced-gamers' (EBIGs). The NIGs reported low rates across all PES items. The PCIGs indicated higher avatar influence in their perception-experience but did not report being affected emotionally. The EBIGs indicated significantly higher avatar influence in their emotion and behaviour than the other two classes but reported stability in their perception of aspects independent of their avatar. Gaming disorder behaviours were reduced for the NIGs and progressively increased for the PCIGs and the EBIGs.
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Affiliation(s)
| | - Halley M Pontes
- University of Tasmania, School of Psychological Sciences, Newnham Campus, Building O, Launceston, TAS, 7250, Australia.,The International Cyberpsychology and Addictions Research Laboratory (iCARL), University of Tasmania, Launceston, TAS, 7250, Australia
| | - Rapson Gomez
- Federation University Australia, Ballarat, Australia
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Cudo A, Wojtasiński M, Tużnik P, Griffiths MD, Zabielska-Mendyk E. Problematic Facebook use and problematic video gaming as mediators of relationship between impulsivity and life satisfaction among female and male gamers. PLoS One 2020; 15:e0237610. [PMID: 32810183 PMCID: PMC7437455 DOI: 10.1371/journal.pone.0237610] [Citation(s) in RCA: 13] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/16/2020] [Accepted: 07/29/2020] [Indexed: 12/11/2022] Open
Abstract
Over the past few decades, many new technologies have emerged, such as portable computers, the internet and smartphones, which have contributed to improving the lives of individuals. While the benefits of these new technologies are overwhelmingly positive, negative consequences are experienced by a minority of individuals. One possible negative aspect of new technologies is their problematic use due to impulsive use which may lead to lower life satisfaction. The present study investigated the mediating role of problematic video gaming (PVG) and problematic Facebook use (PFU) in the relationship between impulsivity dimensions and life satisfaction as well as the relationship between impulsivity dimensions and problematic behaviors. Additionally, the potential impact of gender differences was also examined. The study comprised 673 gamers (391 females) aged 17-38 years (M = 21.25 years, SD = 2.67) selected from 1365 individuals who completed an offline survey. PFU was assessed using the Facebook Intrusion Scale, and PVG was assessed using the nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). Impulsivity dimensions such as attention, cognitive instability, motor, perseverance, self-control, and cognitive complexity were assessed using the Barratt Impulsiveness Scale (BIS-11), and life satisfaction was assessed using the Satisfaction With Life Scale (SWLS). Depending on the specific impulsivity dimension, findings showed both positive and negative relationships between impulsivity and life satisfaction. Attention and perseverance subtypes of impulsivity were primarily associated with problematic behaviors. Additionally, cognitive complexity was associated with PFU among female gamers, whereas cognitive instability was associated with PVG among male gamers. Additionally, PVG was primarily associated with lower life satisfaction. However, there was no mediation effects between impulsivity dimensions and life satisfaction via PFU or PVG. These findings provide a better understanding of the relationship between problematic behaviors, life satisfaction, and impulsivity among gamers and the differences between male and female gamers.
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Affiliation(s)
- Andrzej Cudo
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
- * E-mail:
| | - Marcin Wojtasiński
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
| | - Przemysław Tużnik
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
| | - Mark D. Griffiths
- International Gaming Research Unit, The Nottingham Trent University, Nottingham, United Kingdom
| | - Emilia Zabielska-Mendyk
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
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Abstract
Problematic gaming has emerged as a contemporary concern, leading to the introduction of the diagnostic term 'Internet Gaming Disorder' (IGD; American Psychiatric Association). The present study aims to empirically assess the association between inattention and IGD, in the light of variable levels of vertical-individualism that reflects cultural inclinations towards independence, competitiveness, and hierarchy. The participants (N = 1032) comprised a normative cohort of Massively Multiplayer Online (MMO) gamers (Mage = 24 years; 48.7% male). IGD was measured with the nine-item short-form IGD Scale (IGD9-SF), inattention with the Attention Deficit Hyperactivity Disorder (ADHD) Self-Report Scale, and vertical individualism with the Individualism-Collectivism Questionnaire. Complex hierarchical and moderated regressions were employed. Findings demonstrated an association between IGD and inattention, and additionally showed that this association was exacerbated by a more vertically-individualistic cultural orientation without significant gender differences. The need of differentially addressing IGD risk among inattentive gamers of diverse cultural orientation is highlighted.
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Internet Addiction in the Web of Science Database: A Review of the Literature with Scientific Mapping. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:ijerph17082753. [PMID: 32316177 PMCID: PMC7216291 DOI: 10.3390/ijerph17082753] [Citation(s) in RCA: 32] [Impact Index Per Article: 8.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 02/27/2020] [Revised: 04/09/2020] [Accepted: 04/15/2020] [Indexed: 01/11/2023]
Abstract
Information and communication technologies (ICT) is a major element of today’s society with great potential that can offer both advantages and disadvantages. Addiction to the Internet and social networks is a growing problem in all age groups. Education is the context in which to work and train in the correct use of these media. The objective of the study focuses on knowing the scientific production and the performance of the concepts “addiction” and “internet” (ADIN). A bibliometric methodology complemented with the scientific mapping technique was followed. Different processes related to the quantification, analysis, evaluation, and estimation of scientific documents were carried out. The literature was analyzed by specific programs such as SciMAT, Analyze Results, and Creation Citation Report. The unit of analysis was specified in 5644 scientific publications extracted from Web of Science (WoS), belonging to the period of years between 1996 and 2019. The results showed that the evolution in the study of the addiction to the Internet is constant and continuous, with articles in English being the most used means to present the information on the part of the investigators. In addition, the subject of study was based on time, given that the coincidence of key words between the periods analyzed was high. In conclusion, the importance of promoting healthy living habits that include responsible use of the Internet are discussed.
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Han H, Jeong H, Jo SJ, Son HJ, Yim HW. Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents. Epidemiol Health 2020; 42:e2020016. [PMID: 32272007 PMCID: PMC7285446 DOI: 10.4178/epih.e2020016] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/25/2019] [Accepted: 03/13/2020] [Indexed: 11/24/2022] Open
Abstract
OBJECTIVES This study examined the association between high risk of Internet gaming disorder (IGD) and online game genres used by adolescents. METHODS The data derived from the baseline data of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence. A total 1,532 middle school students who use online games included. The participants reported the names of the online games they used during the past year. Game genres were categorized into role playing games (RPGs), shooting, multiplayer online battle arena (MOBA), simulation, arcade, sports and action games. The risk of IGD was measured using the Internet Gaming Use-Elicited symptom Screen. The relationship between the experience of online game genre and high risk of IGD was analyzed using multiple logistic regression model. RESULTS The game time of a student was longer if he or she had an experience of RPGs, shooting games, MOBA games, simulation games, and action games. The direct and independent association between high risk of IGD in adolescents and the genres of RPGs, simulation games and MOBA were found to be odds ratios 1.52 (95% confidence interval [CI], 1.03 to 2.26); 1.59 (95% CI, 1.03 to 2.45); and 1.51 (95% CI, 1.03 to 2.21), respectively after adjusted the potential confounding variables and the use of other online game genres. CONCLUSIONS The present cross-sectional study has found an association between online game genres and the risk of IGD in adolescents attending a school. A cohort study should verify the causal association in future.
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Affiliation(s)
- Hyunho Han
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
| | - Hyunsuk Jeong
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
| | - Sun-Jin Jo
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
| | - Hye Jung Son
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
| | - Hyeon Woo Yim
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
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Stavropoulos V, Gomez R, Mueller A, Yucel M, Griffiths M. User-avatar bond profiles: How do they associate with disordered gaming? Addict Behav 2020; 103:106245. [PMID: 31891834 DOI: 10.1016/j.addbeh.2019.106245] [Citation(s) in RCA: 13] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/22/2019] [Revised: 11/22/2019] [Accepted: 11/23/2019] [Indexed: 10/25/2022]
Abstract
AIMS The avatar constitutes the in-game representation of the gamer. Although aspects of the user-avatar bond (UAB) have been associated with disordered gaming, there is a need for clearer understanding concerning the impact of potential UAB profiles. METHODS To address this need, the present study recruited a normative sample of 1022 World of Warcraft (WoW) players (Mage = 28.55 years, SD = 9.90). Participants completed the User-Avatar Questionnaire (to assess UAB aspects such as identification, immersion, and compensation), the Proteus-Effect Scale (to assess transference of the avatar's behaviour in real life), and the Internet Gaming Disorder Scale-Short-Form (to assess disordered gaming). RESULTS Latent class analysis indicated the existence of three UAB profiles, 'differentiated gamers' (DGs), 'identified gamers' (IGs) and 'fused gamers' (FGs). The DGs were characterized by low scores across all UAB aspects. The IGs did not report significant Proteus Effect (PE) or immersion behaviours, and despite being more identified with their avatar, did not significantly compensate through it. The FGs presented with higher PE, immersion, and compensation, although they did not significantly identify with their avatars, possibly due to having idealized them. Disordered gaming behaviours were significantly lower for the DGs and sequentially higher for the IGs and the FGs. Preoccupation and mood modification behaviours related to gaming disorder were distinctively associated with FGs. CONCLUSION Disordered gaming assessment and treatment implications of the UAB profiles are discussed.
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King DL, Delfabbro PH, Gainsbury SM, Dreier M, Greer N, Billieux J. Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2019.07.017] [Citation(s) in RCA: 59] [Impact Index Per Article: 11.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
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Throuvala MA, Griffiths MD, Rennoldson M, Kuss DJ. A 'Control Model' of Social Media Engagement in Adolescence: A Grounded Theory Analysis. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2019; 16:ijerph16234696. [PMID: 31775387 PMCID: PMC6926519 DOI: 10.3390/ijerph16234696] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 10/24/2019] [Revised: 11/20/2019] [Accepted: 11/22/2019] [Indexed: 12/14/2022]
Abstract
Adolescents actively use social media, which engages them cognitively, emotionally, and behaviorally. However, the underlying psychological mechanisms of engagement have not been adequately addressed. The present study examined adolescents' psychological processes as these develop in their everyday interactions via social media. The sample comprised six focus groups with 42 adolescents from UK-based schools. Data were analyzed using constructivist grounded theory. The resulting concepts related to individual, social, and structurally related processes, highlighting a synergy between the processes underlying use and a gradual reduction of control as individual, social, and structurally led processes emerge, conceptualized as the 'control model' of social media engagement. The findings highlight a controlling aspect in engagement and a dynamic interplay between the processes as mutually determining the quality and the intensity of the interaction. Recommendations are provided for examining control as a main emotional, cognitive, and behavioral mechanism in problematic and/or addictive social media and smartphone use.
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Affiliation(s)
- Melina A. Throuvala
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham NG1 4FQ, UK; (M.D.G.); (D.J.K.)
- Correspondence:
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham NG1 4FQ, UK; (M.D.G.); (D.J.K.)
| | - Mike Rennoldson
- Psychology Department, Nottingham Trent University, Nottingham NG1 4FQ, UK;
| | - Daria J. Kuss
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham NG1 4FQ, UK; (M.D.G.); (D.J.K.)
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King DL, Delfabbro PH, Perales JC, Deleuze J, Király O, Krossbakken E, Billieux J. Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review. Clin Psychol Rev 2019; 73:101777. [PMID: 31707185 DOI: 10.1016/j.cpr.2019.101777] [Citation(s) in RCA: 63] [Impact Index Per Article: 12.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/05/2018] [Revised: 07/10/2019] [Accepted: 08/20/2019] [Indexed: 12/28/2022]
Abstract
While certain player vulnerabilities are known to increase risk of gaming disorder (GD), the topic of maladaptive player × game relationships in GD has received limited attention. This review aimed to: (1) identify game types associated with GD symptomatology; and (2) evaluate individual differences (e.g., age, personality, depression) in the relationship between gaming and GD symptomatology. A systematic review of six databases identified 23 studies of the relations between game types and GD, including 13 studies employing multivariate analyses. Player vulnerabilities implicated in GD included impulsivity, risk-taking, psychopathological symptoms (e.g., depression, anxiety), and stronger gaming motivations (e.g., escapism, achievement). MMORPG involvement had the strongest positive association with GD. Problematic MMORPG players tend to have a socially anxious profile and may be attracted to the work-like roles and conventions of this genre. Problematic players of shooters tend to score higher on measures of sensation-seeking and impulsivity than other players. These findings suggest that GD may develop more readily and at more severe levels in complex, endless, socially driven games, irrespective of person-level characteristics. Some player vulnerabilities may selectively increase risk of GD for certain game types. Further research should investigate different player-game interactions to refine current models and interventions for GD.
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Affiliation(s)
- Daniel L King
- College of Education, Psychology & Social Work, Flinders University, Australia; School of Psychology, The University of Adelaide, Australia.
| | - Paul H Delfabbro
- College of Education, Psychology & Social Work, Flinders University, Australia; School of Psychology, The University of Adelaide, Australia
| | - Jose C Perales
- Department of Experimental Psychology, Mind, Brain, and Behavior Research Center, University of Granada, Spain
| | - Jory Deleuze
- Scientific Research and Publication Cell (CRPS), Le Beau Vallon, Namur, Belgium
| | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Elfrid Krossbakken
- Department of Psychosocial Science, Faculty of Psychology, University of Bergen, Bergen, Norway
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland; Addictive and Compulsive Behaviours Lab, Institute for Health and Behaviour, University of Luxembourg, Esch-sur-Alzette, Luxembourg
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Leouzon H, Alexandre JM, Fatséas M, Auriacombe M. L’addiction aux jeux vidéo dans le DSM-5, controverses et réponses relatives à son diagnostic et sa définition. ANNALES MÉDICO-PSYCHOLOGIQUES, REVUE PSYCHIATRIQUE 2019. [DOI: 10.1016/j.amp.2019.03.013] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/16/2022]
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Abstract
Gaming disorder is set to be included in the International Statistical Classification of Diseases and Related Health Problems alongside other behavioural addictions (gambling disorder) and substance-related addictions. Given the popularity of online gaming, this is set to become an increasingly common presentation to general mental health professionals, addiction specialists, and general practitioners. This article briefly examines online gaming and describes the characteristics of gaming disorder. Some features of online gaming that have addictive potential and similarities to other addictive behaviours such as gambling disorder are discussed. Finally, the article examines treatment options available for gaming disorder and treatment going forward from an Irish perspective.
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Kökönyei G, Kocsel N, Király O, Griffiths MD, Galambos A, Magi A, Paksi B, Demetrovics Z. The Role of Cognitive Emotion Regulation Strategies in Problem Gaming Among Adolescents: A Nationally Representative Survey Study. Front Psychiatry 2019; 10:273. [PMID: 31110482 PMCID: PMC6501698 DOI: 10.3389/fpsyt.2019.00273] [Citation(s) in RCA: 27] [Impact Index Per Article: 5.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/13/2018] [Accepted: 04/10/2019] [Indexed: 12/18/2022] Open
Abstract
Explanatory theoretical models have proposed an association between problematic online gaming and abilities or strategies in alleviating distress or negative emotions in times of stress as proximal non-gaming-related personality factors. However, there is little research that has targeted how emotion regulation relates to problematic online gaming-especially during adolescence when gaming behavior is most prevalent. In emotion regulation research, there has been a particular emphasis on rumination because it is strongly associated with overall psychopathology. However, it is unknown whether this putatively maladaptive strategy relates to problematic online gaming and whether it is a gender-dependent association. Consequently, the present study examined how emotion regulation strategies, and particularly rumination, related to problem gaming and tested whether gender moderated this relationship in adolescents. In a national representative adolescent sample, 46.9% of the participants (N = 1,646) reported online gaming in the past 12 months and provided information on problematic gaming, and it was these data that were used for further analysis. Their data concerning problematic online gaming and emotion regulation strategies were analyzed, including rumination along with other putatively maladaptive (e.g., catastrophizing) and adaptive (e.g., positive reappraisal) strategies, while controlling for age, gender, and game genre preference. Results of linear regression analyses showed that all the putatively maladaptive emotion regulation strategies (including self-blame, other blame, catastrophizing, and rumination) were positively related to problematic online gaming. Positive reappraisal proved to be a protective factor; it was inversely related to problematic online gaming. In addition, the relationship between rumination and online gaming was moderated by gender (i.e., the relationship was stronger among boys). Based on the results, it is argued that emotion regulation is a useful framework to study problematic online gaming. The present study highlighted that the relative predictive value of rumination for problematic online gaming varied for boys and girls, suggesting that trait rumination might be a gender-specific vulnerability factor for problematic online gaming, but this requires further investigation and replication.
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Affiliation(s)
- Gyöngyi Kökönyei
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- SE-NAP2 Genetic Brain Imaging Migraine Research Group, Hungarian Academy of Sciences, Semmelweis University, Budapest, Hungary
- Department of Pharmacodynamics, Faculty of Pharmacy, Semmelweis University, Budapest, Hungary
| | - Natália Kocsel
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- SE-NAP2 Genetic Brain Imaging Migraine Research Group, Hungarian Academy of Sciences, Semmelweis University, Budapest, Hungary
- Department of Pharmacodynamics, Faculty of Pharmacy, Semmelweis University, Budapest, Hungary
- Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Mark D. Griffiths
- Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Attila Galambos
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- SE-NAP2 Genetic Brain Imaging Migraine Research Group, Hungarian Academy of Sciences, Semmelweis University, Budapest, Hungary
- Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Anna Magi
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Borbála Paksi
- Institute of Education, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
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Şalvarlı Şİ, Griffiths MD. Internet Gaming Disorder and Its Associated Personality Traits: A Systematic Review Using PRISMA Guidelines. Int J Ment Health Addict 2019. [DOI: 10.1007/s11469-019-00081-6] [Citation(s) in RCA: 29] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 02/03/2023] Open
Abstract
AbstractFor most individuals, videogame playing is a fun and enjoyable activity that brings many benefits. However, for a small minority, the activity can be problematic and has led to much research into “gaming disorder.” In explanations concerning the contributory factors to gaming disorder, personality traits have been increasingly studied. The present paper carried out a systematic review of available literature using Preferred Reporting Items for Systematic Reviews and Meta-analysis (PRISMA) guidelines. The inclusion criteria were (i) publication date between 2000 and 2018, (ii) being an empirical study, (iii) written in English and Turkish languages (the two languages spoken by the authors), (iv) published in a scholarly peer-reviewed journal, and (v) conducted an assessment of IGD and personality traits objectively. Studies were excluded from the review if they were (i) single-case studies, (ii) unpublished thesis and dissertation studies, and (iii) not published in a peer-reviewed journal. Following these procedures, 21 eligible empirical studies were included. Results demonstrated that 24 distinct personality traits had been examined in relation to IGD and that some of these traits were demonstrated as risk factors for gaming addiction (although not always in the same direction).
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50
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Throuvala MA, Griffiths MD, Rennoldson M, Kuss DJ. Motivational processes and dysfunctional mechanisms of social media use among adolescents: A qualitative focus group study. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2018.12.012] [Citation(s) in RCA: 34] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/06/2023]
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