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Starzec S, Starosta J, Zajas A, Kiszka P, Śpiewak S, Strojny P. Scoping review of withdrawal's role in contemporary gaming disorder research: Conceptualizations and operationalizations. Clin Psychol Rev 2024; 114:102478. [PMID: 39236625 DOI: 10.1016/j.cpr.2024.102478] [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: 11/07/2023] [Revised: 06/10/2024] [Accepted: 08/12/2024] [Indexed: 09/07/2024]
Abstract
The global gaming community now exceeds 3 billion players, prompting increased attention from social and medical sciences regarding gaming-related disorders. Internet Gaming Disorder (IGD) was incorporated into DSM-5 in 2013, and Gaming Disorder (GD) found its place in ICD-11 in 2019. A contentious criterion in IGD, not present in GD, revolves around withdrawal symptoms. This paper offers a theoretical foundation on gaming withdrawal symptoms in gaming-related disorders and conducts a scoping review of withdrawal operationalization and conceptualization in 40 selected studies, following PRISMA-ScR guidelines. Most studies employed a correlation framework, relying on convenience samples and self-assessment questionnaires. A smaller portion focused on clinical samples and case studies. Withdrawal was predominantly conceptualized in terms of affective components, with less emphasis on behavioural, cognitive, physical, or neurological aspects. The prevailing terminology for gaming-related disorders was IGD, with only three studies referencing GD as defined in ICD-11. Notably, just six experimental studies included abstinence control. We advocate for an expansion of research on withdrawal symptoms, particularly through experimental studies that implement abstinence within experimental groups and offer alternative operationalizations beyond dominant self-assessment measures.
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Affiliation(s)
- Sylwia Starzec
- Doctoral School in the Social Sciences, Jagiellonian University, Kraków, Poland
| | - Jolanta Starosta
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland.
| | - Aleksandra Zajas
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland
| | - Patrycja Kiszka
- Doctoral School in the Social Sciences, Jagiellonian University, Kraków, Poland
| | - Sławomir Śpiewak
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland
| | - Paweł Strojny
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland
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Ciudad-Fernández V, Zarco-Alpuente A, Escrivá-Martínez T, Herrero R, Baños R. How adolescents lose control over social networks: A process-based approach to problematic social network use. Addict Behav 2024; 154:108003. [PMID: 38461744 DOI: 10.1016/j.addbeh.2024.108003] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/01/2023] [Revised: 02/20/2024] [Accepted: 02/27/2024] [Indexed: 03/12/2024]
Abstract
Social networks (SNs) are immensely popular, especially among teenagers, yet our understanding of problematic SNs remains limited. Understanding motivations and patterns of use is crucial given the current prevalence of problematic SNs use. Perarles et al. (2020) distinguish two behavioral control modes: Model-Free Control, where actions are characterized by actions driven by immediate gratification without reflective consideration for long-term consequences, and Model-Based Control, enabling planned and goal-directed actions. Both control modes can lead to problematic social network use. This study aims to delve into problematic SNs use and the underlying motives behind adolescents' participation in SNs, drawing upon the theoretical proposal by Perales et al. (2020). We conducted four focus groups with adolescents aged 13-17 (50 % female; Mage = 14.5, SD = 1.75), comprising two public school and two Catholic private school groups. Thematic analysis using Atlas.ti software revealed three themes. The first uncovers characteristics of problematic SNs use, including withdrawal, increased usage time, impaired control, behavioral salience and attentional capture and cognitive hijacking. The second spotlights motives, emphasizing emotional regulation, finding out what is going on, and social interaction. The third theme explores consequences such as compromised academic performance and physical harm. In conclusion, addressing both motives and problematic behaviors present a more effective approach to confronting SNs use challenges and fostering healthier online experiences for adolescents.
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Affiliation(s)
- Víctor Ciudad-Fernández
- Department of Personality, Evaluation and Psychological Treatments, Faculty of Psychology, University of Valencia, Valencia 46010, Spain; Polibienestar Research Institute, University of Valencia, Valencia 46022, Spain.
| | - Alfredo Zarco-Alpuente
- Department of Basic Psychology, Faculty of Psychology, University of Valencia, Valencia 46010, Spain.
| | - Tamara Escrivá-Martínez
- Department of Personality, Evaluation and Psychological Treatments, Faculty of Psychology, University of Valencia, Valencia 46010, Spain; Polibienestar Research Institute, University of Valencia, Valencia 46022, Spain; CIBERObn Physiopathology of Obesity and Nutrition, Instituto de Salud Carlos III, Madrid 28029, Spain.
| | - Rocío Herrero
- Polibienestar Research Institute, University of Valencia, Valencia 46022, Spain; CIBERObn Physiopathology of Obesity and Nutrition, Instituto de Salud Carlos III, Madrid 28029, Spain; Department of Psychology and Sociology, Faculty of Social and Human Sciences, University of Zaragoza, 44003 Teruel, Spain.
| | - Rosa Baños
- Department of Personality, Evaluation and Psychological Treatments, Faculty of Psychology, University of Valencia, Valencia 46010, Spain; Polibienestar Research Institute, University of Valencia, Valencia 46022, Spain; CIBERObn Physiopathology of Obesity and Nutrition, Instituto de Salud Carlos III, Madrid 28029, Spain.
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3
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Fournier L, Schimmenti A, Musetti A, Boursier V, Flayelle M, Cataldo I, Starcevic V, Billieux J. Further evidence for the bidimensionality of the components model of addiction: a reply to Amendola (2023). Addict Behav 2024; 150:107914. [PMID: 37995610 DOI: 10.1016/j.addbeh.2023.107914] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/25/2023] [Accepted: 11/18/2023] [Indexed: 11/25/2023]
Abstract
In our original research article entitled "Deconstructing the components model of addiction: an illustration through "addictive" use of social media" (Fournier et al., 2023), we showed that the Bergen Social Media Addiction Scale, a six-item psychometric instrument derived from the components model of addiction to assess social media "addiction", did not form a unitary, but a bidimensional construct in which some components (i.e., salience, tolerance) were not associated with psychopathological symptoms, thus conflating central and peripheral features of addiction. Subsequently, in a recent commentary, Amendola (2023) sought to determine whether our findings were driven by the use of data aggregated from multiple independent datasets, i.e., a decision we transparently acknowledged as a limitation in our original research article. Following their re-analysis, Amendola (2023) claimed to have demonstrated that a unidimensional model best fitted the data. However, they only reported results for a partial set of models relevant to this investigation. In the present reply, through a transparent assessment and reporting of all unidimensional and bidimensional models relevant to this investigation, we show that the bidimensionality of the Bergen Social Media Addiction Scale is, in fact, tenable, robust, and consistent across multiple independent datasets. In line with the growing evidence demonstrating that many sets of criteria involved in operationalizing behavioral addictions pathologize involvement in appetitive behaviors, these results highlight the necessity to renew the conceptualization and assessment of behavioral addictions.
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Affiliation(s)
- Loïs Fournier
- Institute of Psychology, University of Lausanne, Quartier UNIL-Mouline, Bâtiment Géopolis, CH-1015 Lausanne, Switzerland.
| | - Adriano Schimmenti
- Faculty of Human and Social Sciences, UKE - Kore University of Enna, Cittadella Universitaria, 94100 Enna, Italy.
| | - Alessandro Musetti
- Department of Humanities, Social Sciences and Cultural Industries, University of Parma, Borgo Carissimi 10, 43121 Parma, Italy.
| | - Valentina Boursier
- Department of Humanities, University of Naples "Federico II", Via Porta di Massa, 1, 80133 Naples, Italy.
| | - Maèva Flayelle
- Institute of Psychology, University of Lausanne, Quartier UNIL-Mouline, Bâtiment Géopolis, CH-1015 Lausanne, Switzerland.
| | - Ilaria Cataldo
- Department of Humanities, Social Sciences and Cultural Industries, University of Parma, Borgo Carissimi 10, 43121 Parma, Italy.
| | - Vladan Starcevic
- Faculty of Medicine and Health, Sydney Medical School, Nepean Clinical School, University of Sydney, Penrith, NSW 2751, Australia.
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Quartier UNIL-Mouline, Bâtiment Géopolis, CH-1015 Lausanne, Switzerland; Center for Excessive Gambling, Addiction Medicine, Lausanne University Hospital (CHUV), Lausanne, Switzerland.
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Infanti A, Valls-Serrano C, Perales JC, Vögele C, Billieux J. Gaming passion contributes to the definition and identification of problematic gaming. Addict Behav 2023; 147:107805. [PMID: 37523871 DOI: 10.1016/j.addbeh.2023.107805] [Citation(s) in RCA: 4] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/29/2023] [Revised: 06/30/2023] [Accepted: 07/13/2023] [Indexed: 08/02/2023]
Abstract
Even if for most people playing video games is a healthy leisure activity, a minority of vulnerable users present an excessive use associated to negative consequences (e.g., psychosocial maladjustment, sleep interference) and functional impairment. The current study first aims to identify psychological factors that contribute to discriminate highly involved (but healthy) gamers from problematic gamers. For that purpose, we used a cluster analysis approach to identify different groups of gamers based on their profiles of passion towards gaming (using the Dualistic Model of Passion). Another objective of the present study is to explore, using supervised machine-learning, how gaming disorder symptoms, assessed within the substance use disorder framework (e.g., tolerance, withdrawal), might be linked to harmonious and/or an obsessive passion for gaming. Three distinct clusters of gamers were identified based on their passion profiles, including risky gamers, engaged gamers, and casual gamers. Supervised machine-learning algorithms identified that specific gaming disorder symptoms (salience, mood modification, tolerance, low level of conflict) were predominantly related to harmonious passion, whereas others (withdrawal, high level of conflict, relapse) were more directly related to obsessive passion. Our results support the relevance of person-centered approaches to the treatment of problematic gaming.
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Affiliation(s)
- Alexandre Infanti
- Department of Behavioural and Cognitive Sciences, University of Luxembourg, Esch-sur-Alzette, Luxembourg
| | | | - José C Perales
- Department of Experimental Psychology, Mind, Brain and Behavior Research Center (CIMCYC), University of Granada, Granada, Spain
| | - Claus Vögele
- Department of Behavioural and Cognitive Sciences, University of Luxembourg, Esch-sur-Alzette, Luxembourg
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland; Centre for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals (CHUV), Lausanne, Switzerland
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Jiang W, Liu X, Xu Z, Zhou Z, Tie C, Liu X, Yang J, Li H, Lai W. Association between gaming disorder and regional homogeneity in highly involved male adult gamers: A pilot resting-state fMRI study. Brain Behav 2023; 13:e3315. [PMID: 37932960 PMCID: PMC10726794 DOI: 10.1002/brb3.3315] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/25/2023] [Revised: 10/25/2023] [Accepted: 10/26/2023] [Indexed: 11/08/2023] Open
Abstract
BACKGROUND Gaming behavior can induce cerebral changes that may be related to the neurobiological features of gaming disorder (GD). Additionally, individuals with higher levels of depression or impulsivity are more likely to experience GD. Therefore, the present pilot study explored potential neurobiological correlates of GD in the context of depression and impulsivity, after accounting for video gaming behavior. METHODS Using resting-state functional magnetic resonance imaging (fMRI), a cross-sectional study was conducted with 35 highly involved male adult gamers to examine potential associations between GD severity and regional homogeneity (ReHo) in the entire brain. A mediation model was used to test the role of ReHo in the possible links between depression/impulsivity and GD severity. RESULTS Individuals with greater GD severity showed increased ReHo in the right Heschl's gyrus and decreased ReHo in the right hippocampus (rHip). Furthermore, depression and impulsivity were negatively correlated with ReHo in the rHip, respectively. More importantly, ReHo in the rHip was found to mediate the associations between depression/impulsivity and GD. CONCLUSIONS These preliminary findings suggest that GD severity is related to ReHo in brain regions associated with learning/memory/mood and auditory function. Higher levels of depression or impulsivity may potentiate GD through the functional activity of the hippocampus. Our findings advance our understanding of the neurobiological differences behind GD symptoms in highly involved gamers.
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Affiliation(s)
- Wen‐tao Jiang
- Department of RadiologyShenzhen Mental Health Center/Shenzhen Kangning HospitalShenzhenGuangdongChina
| | - Xia Liu
- Department of RadiologyShenzhen Mental Health Center/Shenzhen Kangning HospitalShenzhenGuangdongChina
| | - Zi‐yun Xu
- Department of RadiologyShenzhen Mental Health Center/Shenzhen Kangning HospitalShenzhenGuangdongChina
| | - Zhi‐feng Zhou
- Department of RadiologyShenzhen Mental Health Center/Shenzhen Kangning HospitalShenzhenGuangdongChina
| | - Chang‐jun Tie
- Institute of Computing TechnologyChinese Academy of SciencesBeijingChina
- Peng Cheng LaboratoryShenzhenGuangdongChina
| | - Xiao‐ying Liu
- Department of Drug DependenceShenzhen Mental Health Center/Shenzhen Kangning HospitalShenzhenGuangdongChina
| | - Ji‐hui Yang
- Department of Drug DependenceShenzhen Mental Health Center/Shenzhen Kangning HospitalShenzhenGuangdongChina
| | - Hai Li
- Beijing Intelligent Brain Cloud, Inc.BeijingChina
| | - Wen‐tao Lai
- Department of RadiologyShenzhen Mental Health Center/Shenzhen Kangning HospitalShenzhenGuangdongChina
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Chang SM, Lin SSJ. Developing Personas of Gamers with Problematic Gaming Behavior among College Students Based on Qualitative Data of Gaming Motives and Push-Pull-Mooring. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2023; 20:798. [PMID: 36613121 PMCID: PMC9819251 DOI: 10.3390/ijerph20010798] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/24/2022] [Revised: 12/25/2022] [Accepted: 12/30/2022] [Indexed: 06/17/2023]
Abstract
Gaming is a popular but possibly problematic activity among college students. To distinguish gamers with potential problematic gaming behaviors (PGB) is crucial to mental health staff. Two studies were conducted that aimed to explore portraits of gamers with PGB in college campuses. The first study selected 20 college students, diagnosed with problematic gaming behaviors, from a longitudinal dataset and semi-structured interviews were conducted for a systematic description of long-term PGB. The second study selected four personas with the richest coding data of internet addiction and depression from 20 gamers. The profiles and life experiences of the personas showed changing processes of gaming motives and push-pull-mooring effects across the years. "Loss of purpose in life" and "desperate to escape from stress or boredom in the real world" were the important push effects. Mooring effects revealed their addiction or depression symptoms and the process of developing the addiction. The dynamics of "push", "pull", and "mooring" effects were clearly indicated in the results suggesting PGB might be a long-term coping strategy and a consequence of depression and loneliness. Dealing with depression and finding real-life goals could help PGB gamers to change the dynamics of their gaming motives and push-pull-mooring effects. The results may help develop interventions for gamers with problematic gaming behaviors.
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Affiliation(s)
- Shan-Mei Chang
- School of Nursing, China Medical University, Taichung 406040, Taiwan
- Nursing Department, China Medical University Hospital, Taichung 404327, Taiwan
- Tsing Hua Interdisciplinary Program, National Tsing Hua University, Hsinchu 30044, Taiwan
| | - Sunny S. J. Lin
- Institute of Education, National Yang Ming Chiao Tung University, Hsinchu 30010, Taiwan
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Yen JY, Chou WP, Liao HY, Ko CH. Comparing the Approaches and Validity of ICD-11 Criteria for Gaming Disorder and DSM-5 Criteria for Internet Gaming Disorder. CURRENT ADDICTION REPORTS 2022. [DOI: 10.1007/s40429-022-00459-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/02/2022]
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Yen JY, Higuchi S, Lin PY, Lin PC, Chou WP, Ko CH. Functional impairment, insight, and comparison between criteria for gaming disorder in the International Classification of Diseases, 11 Edition and internet gaming disorder in Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition. J Behav Addict 2022; 11:1012-1023. [PMID: 36326855 PMCID: PMC9881664 DOI: 10.1556/2006.2022.00079] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/15/2022] [Revised: 07/14/2022] [Accepted: 10/08/2022] [Indexed: 11/06/2022] Open
Abstract
AIM This study evaluated the consistency between the International Classification of Diseases, 11th Edition (ICD-11) for gaming disorder (ICD-11-GD) and Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) criteria for internet gaming disorder (DSM-5-IGD). Moreover, the functional impairment of participants and their insight of their GD were evaluated. METHODS We recruited 60 participants with GD, 45 participants who engaged in hazardous gaming (HG), and 120 controls based on a diagnostic interview. Their operationalization of functional impairment and stage of change were evaluated by interviews and questionnaires, including the Brief Gaming Negative Consequence Scale (BGNCS). RESULTS We observed satisfactory consistency (kappa value = 0.80) with a diagnostic accuracy of 91.5% between the ICD-11-GD and DSM-5-IGD criteria. Furthermore, 16 participants with IGD in DSM-5 were determined to have HG based on the ICD-11 criteria. Participants of GD group experienced impaired functioning in their health (96.7%), career (73.3%), social life (61.6%), academic performance (36.7%), and job performance (35%). Moreover, a proportion of them were in the pre-contemplation (25.0%), contemplation (61.7%), preparation (10%), and action stages (3.3%). CONCLUSION There is a good consistency between ICD-11-GD and DSM-5-IGD criteria. The ICD-11 criteria have a high threshold for diagnosing GD. HG criteria could compensate for this high threshold and identify individuals with a gaming-related functional impairment who require help. Most of the participants with GD were in the early stage of change. Interventions to promote their insight are essential. The BGNCS can be used to examine the negative consequences of gaming and aid mental health professionals in assessing functional impairment.
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Affiliation(s)
- Ju-Yu Yen
- Department of Psychiatry, Kaohsiung Municipal Ta-Tung Hospital, Kaohsiung Medical University, Kaohsiung City 812, Taiwan,Department of Psychiatry, Faculty of Medicine, College of Medicine, Kaohsiung Medical University, Kaohsiung City 807, Taiwan
| | - Susumu Higuchi
- National Hospital Organization Kurihama Medical and Addiction Center, Yokosuka-shi, Kanagawa, Japan
| | - Pei-Yun Lin
- Department of Psychiatry, Kaohsiung Municipal Siaogang Hospital, Kaohsiung Medical University, Kaohsiung 801, Taiwan
| | - Pai-Cheng Lin
- Department of Psychiatry, Kaohsiung Municipal Ta-Tung Hospital, Kaohsiung Medical University, Kaohsiung City 812, Taiwan
| | - Wei-Po Chou
- Department of Psychiatry, Faculty of Medicine, College of Medicine, Kaohsiung Medical University, Kaohsiung City 807, Taiwan,Department of Psychiatry, Kaohsiung Medical University Hospital, Kaohsiung Medical University, Kaohsiung City 807, Taiwan
| | - Chih-Hung Ko
- Department of Psychiatry, Faculty of Medicine, College of Medicine, Kaohsiung Medical University, Kaohsiung City 807, Taiwan,Department of Psychiatry, Kaohsiung Municipal Siaogang Hospital, Kaohsiung Medical University, Kaohsiung 801, Taiwan,Department of Psychiatry, Kaohsiung Medical University Hospital, Kaohsiung Medical University, Kaohsiung City 807, Taiwan,Corresponding author. E-mail:
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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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Rosendo-Rios V, Trott S, Shukla P. Systematic literature review online gaming addiction among children and young adults: A framework and research agenda. Addict Behav 2022; 129:107238. [PMID: 35104738 DOI: 10.1016/j.addbeh.2022.107238] [Citation(s) in RCA: 13] [Impact Index Per Article: 6.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/20/2021] [Revised: 12/22/2021] [Accepted: 01/10/2022] [Indexed: 11/28/2022]
Abstract
Online gaming addiction refers to a persistent and recurrent use of internet to engage in games leading to significant impairment or distress in a person's life. With the current pandemic, media reports suggest that the greater access of online devices among children and young adults has intensified online gaming addiction. However, the domain of online gaming addiction is a relatively new phenomenon with disparate studies examining various facets of it. Hence, the purpose of this research is to analyze the existing literature in order to identify the emerging trends in this area and to provide a systematic review that can be used as guidance for future research in this emerging field. Starting from the gaps that this review highlights, the proposed directions will help scholars find issues and gaps not sufficiently explored that can constitute the bases for further research pathways.
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Affiliation(s)
| | | | - Paurav Shukla
- Southampton Business School, University of Southampton, Southampton, UK.
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12
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Cabeza-Ramírez LJ, Rey-Carmona FJ, Del Carmen Cano-Vicente M, Solano-Sánchez MÁ. Analysis of the coexistence of gaming and viewing activities in Twitch users and their relationship with pathological gaming: a multilayer perceptron approach. Sci Rep 2022; 12:7904. [PMID: 35551493 PMCID: PMC9098150 DOI: 10.1038/s41598-022-11985-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/06/2022] [Accepted: 05/03/2022] [Indexed: 11/24/2022] Open
Abstract
The enormous expansion of the video game sector, driven by the emergence of live video game streaming platforms and the professionalisation of this hobby through e-sports, has spurred interest in research on the relationships with potential adverse effects derived from cumulative use. This study explores the co-occurrence of the consumption and viewing of video games, based on an analysis of the motivations for using these services, the perceived positive uses, and the gamer profile. To that end, a multilayer perceptron artificial neural network is developed and tested on a sample of 970 video game users. The results show that the variables with a significant influence on pathological gaming are the motivation of a sense of belonging to the different platforms, as well as the positive uses relating to making friends and the possibility of making this hobby a profession. Furthermore, the individual effects of each of the variables have been estimated. The results indicate that the social component linked to the positive perception of making new friends and the self-perceived level as a gamer have been identified as possible predictors, when it comes to a clinical assessment of the adverse effects. Conversely, the variables age and following specific streamers are found to play a role in reducing potential negative effects.
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Affiliation(s)
- L Javier Cabeza-Ramírez
- Department of Statistics, Econometrics, Operations Research, Business and Applied Economics, Faculty of Law, Business and Economics Sciences, University of Córdoba, Puerta Nueva s/n, 14071, Córdoba, Spain.
| | - Francisco José Rey-Carmona
- Department of Statistics, Econometrics, Operations Research, Business and Applied Economics, Faculty of Law, Business and Economics Sciences, University of Córdoba, Puerta Nueva s/n, 14071, Córdoba, Spain
| | - Ma Del Carmen Cano-Vicente
- Department of Statistics, Econometrics, Operations Research, Business and Applied Economics, Faculty of Law, Business and Economics Sciences, University of Córdoba, Puerta Nueva s/n, 14071, Córdoba, Spain
| | - Miguel Ángel Solano-Sánchez
- Department of Applied Economics, Faculty of Social Sciences (Melilla Campus), University of Granada, Calle Santander, 1, 52005, Melilla, Spain
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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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Ballou N, Zendle D. “Clinically significant distress” in internet gaming disorder: An individual participant meta-analysis. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2021.107140] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
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15
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Cabeza-Ramírez LJ, Sánchez-Cañizares SM, Fuentes-García FJ, Santos-Roldán LM. Exploring the connection between playing video games and watching video game streaming: Relationships with potential problematic uses. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2021.107130] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/27/2022]
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Wang HY, Cheng C. The Associations Between Gaming Motivation and Internet Gaming Disorder: Systematic Review and Meta-analysis. JMIR Ment Health 2022; 9:e23700. [PMID: 35175204 PMCID: PMC8895288 DOI: 10.2196/23700] [Citation(s) in RCA: 37] [Impact Index Per Article: 18.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/20/2020] [Revised: 03/09/2021] [Accepted: 12/02/2021] [Indexed: 12/17/2022] Open
Abstract
BACKGROUND There has been a surge in interest in examining internet gaming disorder (IGD) and its associations with gaming motivation. Three broad components of gaming motivation have been proposed: achievement, immersion, and social. Achievement-oriented players are motivated by gaining in-game rewards, immersion-oriented players are motivated by the experience of immersion in the virtual world, and social-oriented players are motivated by the need to socialize with other players through gaming. OBJECTIVE This study aimed to (1) quantitatively synthesize the growing body of literature to systematically examine the discrepancies in the magnitude of associations between various components of gaming motivation and IGD and (2) examine the moderating role of cultural dimension on the association between escapism gaming motivation and IGD. METHODS We conducted a systematic search of multiple databases between 2002 and 2020. Studies were included if they (1) included quantitative data, (2) used measures assessing both gaming motivation and IGD, and (3) contained sufficient information for effect size calculation. RESULTS The findings revealed IGD to have a stronger association with achievement motivation (r=0.32) than with immersion (r=0.22) or social motivation (r=0.20), but the strongest such association was found to be with escapism motivation (r=0.40), a subcomponent of immersion motivation. Our cross-cultural comparison further showed a stronger association between escapism motivation and IGD in studies conducted in individualistic (vs collectivistic) regions. CONCLUSIONS This meta-analysis highlights the importance of acknowledging the discrepancies among different components of gaming motivation with respect to their role in the development of IGD, as well as the potential cultural variations in the strength of such associations.
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Affiliation(s)
- Hsin-Yi Wang
- Department of Psychology, The University of Hong Kong, Hong Kong, Hong Kong
| | - Cecilia Cheng
- Department of Psychology, The University of Hong Kong, Hong Kong, Hong Kong
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Mao E. The structural characteristics of esports gaming and their behavioral implications for high engagement: A competition perspective and a cross-cultural examination. Addict Behav 2021; 123:107056. [PMID: 34332273 DOI: 10.1016/j.addbeh.2021.107056] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/21/2021] [Revised: 06/28/2021] [Accepted: 06/29/2021] [Indexed: 10/20/2022]
Abstract
Esports has become one of the major online entertainment activities around the globe. Different from the previously dominant massively multiplayer online role-playing games, esports gaming has its unique structural characteristics, which substantially reshape the motivations, experiences, and behaviors of game users while raising new questions for research on Internet gaming disorder. In addition to identifying four structural characteristics of esports, the present study analyzed their implications from both theoretical and practical perspectives and conducted a cross-cultural examination by utilizing accurate and objective match history data of esports gamers in five different geographic regions (countries). Several findings of interest were obtained in this study. First, having in-game friend(s) in a premade team significantly increased gamers' propensity to play consecutive matches. Second, whereas Nordic and Eastern European gamers tended to play additional matches following wins, Japanese gamers were inclined to do so after experiencing losses. Third, low and high-skilled gamers were more likely to engage in consecutive play than their middle-skilled counterparts. With a focus on the competitive nature of esports, this study demonstrated that the presence of friend(s), the outcome of the previous match, and the level of gaming skill can significantly influence esports gamers' involvement.
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Casale S, Musicò A, Schimmenti A. Beyond internalizing and externalizing symptoms: The association between body disconnection and the symptoms of Internet gaming disorder. Addict Behav 2021; 123:107043. [PMID: 34315095 DOI: 10.1016/j.addbeh.2021.107043] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/11/2021] [Revised: 06/18/2021] [Accepted: 07/05/2021] [Indexed: 11/30/2022]
Abstract
As the vast majority of online videogames imply the immersion into an alternative reality where a virtual body is also involved, the current cross-sectional study aims to investigate the contribution of low body awareness (i.e. low attention to sensory cues indicating bodily state) and body dissociation (i.e. low emotional connection with one's own body) in predicting Internet gaming disorder (IGD) symptoms, after controlling for internalizing (i.e., depression, anxiety, and stress) and externalizing symptoms (i.e., aggression). A total of 370 online-game players (73% men; mean age 29.63 ± 7.64 years) recruited in online player communities took part in the study and were given a survey that included gaming characteristics, the Depression, Anxiety and Stress Scale -21, the Aggression Questionnaire, the Body Disconnection Scale, and the Internet Gaming Disorder Scale- Short Form. A hierarchical regression analysis showed that low body awareness and high body dissociation predicted IGD scores after controlling for all the other factors. Moreover, we found an interaction effect between physical aggression and body dissociation in predicting IGD scores. On the one hand, these results provide support to previous studies that stressed the potential association between dissociative detachment (in terms of bodily disconnections) and problematic videogaming; on the other hand, the current study provides first evidence of the opportunity to focus on the integration of bodily experiences in clinical practice with people suffering from problematic gaming, as this factor might be incisively related to their aggressive and internalizing symptoms.
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Affiliation(s)
- Silvia Casale
- Department of Health Sciences, Psychology Unit, via di San Salvi12, 50135, University of Florence, Italy.
| | - Alessia Musicò
- Department of Experimental and Clinical Medicine, Largo Brambilla3, 50134, University of Florence, Italy
| | - Adriano Schimmenti
- Faculty of Human and Social Sciences, UKE - Kore University of Enna, Enna, Italy
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Psychometric Evaluation of the Bergen Facebook Addiction Scale: One- or Two-Factor Solution? Int J Ment Health Addict 2021. [DOI: 10.1007/s11469-021-00668-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/20/2022] Open
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20
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A Longitudinal Study of Exercise Addiction and Passion in New Sport Activities: the Impact of Motivational Factors. Int J Ment Health Addict 2021. [DOI: 10.1007/s11469-020-00241-z] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/24/2022] Open
Abstract
AbstractRecent research suggests that the risk of exercise addiction (REA) is primarily predicted by passion. However, this relationship stems from cross-sectional studies. The objective of this 12-week longitudinal investigation was to examine and compare the temporal changes in REA and passion among women and men (N = 149) who just started a new sport activity. To further test their similarities and distinctiveness, we also examined how exercise motivations predict REA and passion. Latent growth modeling showed that REA and passion were high at baseline and showed a slight increase over the 12 weeks. Passion was predicted by several motivational factors, whereas REA was predicted by being female, team sport participation, higher exercise intensity, and identified motivation. These findings suggest that the development of passion and REA over time, both being associated with sport motivations, manifest independent patterns. Consequently, despite the reported strong relationship between the two, they appear to be independent constructs.
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21
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Larche CJ, Dixon MJ. Winning isn't everything: The impact of optimally challenging smartphone games on flow, game preference and individuals gaming to escape aversive bored states. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106857] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
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22
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Castro‐Calvo J, King DL, Stein DJ, Brand M, Carmi L, Chamberlain SR, Demetrovics Z, Fineberg NA, Rumpf H, Yücel M, Achab S, Ambekar A, Bahar N, Blaszczynski A, Bowden‐Jones H, Carbonell X, Chan EML, Ko C, de Timary P, Dufour M, Grall‐Bronnec M, Lee HK, Higuchi S, Jimenez‐Murcia S, Király O, Kuss DJ, Long J, Müller A, Pallanti S, Potenza MN, Rahimi‐Movaghar A, Saunders JB, Schimmenti A, Lee S, Siste K, Spritzer DT, Starcevic V, Weinstein AM, Wölfling K, Billieux J. Expert appraisal of criteria for assessing gaming disorder: an international Delphi study. Addiction 2021; 116:2463-2475. [PMID: 33449441 PMCID: PMC8451754 DOI: 10.1111/add.15411] [Citation(s) in RCA: 91] [Impact Index Per Article: 30.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/26/2020] [Revised: 09/23/2020] [Accepted: 01/06/2021] [Indexed: 12/15/2022]
Abstract
BACKGROUND AND AIMS Following the recognition of 'internet gaming disorder' (IGD) as a condition requiring further study by the DSM-5, 'gaming disorder' (GD) was officially included as a diagnostic entity by the World Health Organization (WHO) in the 11th revision of the International Classification of Diseases (ICD-11). However, the proposed diagnostic criteria for gaming disorder remain the subject of debate, and there has been no systematic attempt to integrate the views of different groups of experts. To achieve a more systematic agreement on this new disorder, this study employed the Delphi expert consensus method to obtain expert agreement on the diagnostic validity, clinical utility and prognostic value of the DSM-5 criteria and ICD-11 clinical guidelines for GD. METHODS A total of 29 international experts with clinical and/or research experience in GD completed three iterative rounds of a Delphi survey. Experts rated proposed criteria in progressive rounds until a pre-determined level of agreement was achieved. RESULTS For DSM-5 IGD criteria, there was an agreement both that a subset had high diagnostic validity, clinical utility and prognostic value and that some (e.g. tolerance, deception) had low diagnostic validity, clinical utility and prognostic value. Crucially, some DSM-5 criteria (e.g. escapism/mood regulation, tolerance) were regarded as incapable of distinguishing between problematic and non-problematic gaming. In contrast, ICD-11 diagnostic guidelines for GD (except for the criterion relating to diminished non-gaming interests) were judged as presenting high diagnostic validity, clinical utility and prognostic value. CONCLUSIONS This Delphi survey provides a foundation for identifying the most diagnostically valid and clinically useful criteria for GD. There was expert agreement that some DSM-5 criteria were not clinically relevant and may pathologize non-problematic patterns of gaming, whereas ICD-11 diagnostic guidelines are likely to diagnose GD adequately and avoid pathologizing.
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Affiliation(s)
- Jesús Castro‐Calvo
- Department of Personality, Assessment, and Psychological TreatmentsUniversity of ValenciaSpain
| | - Daniel L. King
- College of Education, Psychology, and Social WorkFlinders UniversityAustralia
| | - Dan J. Stein
- SAMRC Unit on Risk and Resilience in Mental Disorders, Department of Psychiatry and Neuroscience InstituteUniversity of Cape TownCape TownSouth Africa
| | - Matthias Brand
- General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR)University Duisburg‐EssenGermany
| | - Lior Carmi
- The Data Science InstituteInter‐disciplinary CenterHerzliyaIsrael
| | - Samuel R. Chamberlain
- Department of Psychiatry, Faculty of MedicineUniversity of SouthamptonSouthamptonUK,Southern Health NHS Foundation TrustSouthamptonUK
| | | | - Naomi A. Fineberg
- University of Hertfordshire, Hatfield, UK, Hertfordshire Partnership University NHS Foundation TrustWelwyn Garden CityUK,University of Cambridge School of Clinical MedicineCambridgeUK
| | - Hans‐Jürgen Rumpf
- Department of Psychiatry and PsychotherapyUniversity of LuebeckLuebeckGermany
| | - Murat Yücel
- BrainPark, School of Psychological Sciences, Turner Institute for Brain and Mental Health and Monash Biomedical Imaging FacilityMonash UniversityMelbourneVictoriaAustralia
| | - Sophia Achab
- Specialized Facility In Behavioral Addictions, ReConnecte, Department of PsychiatryUniversity Hospitals of GenevaGenervaSwitzerland,Faculty of MedicineGeneva UniversityGenevaSwitzerland
| | - Atul Ambekar
- National Drug Dependence Treatment CentreAll India Institute of Medical SciencesNew DelhiIndia
| | - Norharlina Bahar
- Department of Psychiatry and Mental Health, Hospital Selayang, Ministry of HealthMalaysia
| | - Alexander Blaszczynski
- Faculty of Science, Brain and Mind Centre, School of PsychologyUniversity of SydneySydneyAustralia
| | | | - Xavier Carbonell
- Faculty of Psychology, Education and Sports Sciences BlanquernaRamon Llull UniversityBarcelonaSpain
| | - Elda Mei Lo Chan
- St John's Cathedral Counselling Service, and Division on AddictionHong Kong
| | - Chih‐Hung Ko
- Department of PsychiatryKaohsiung Medical University Hospital, Kaohsiung Medical UniversityKaohsiung CityTaiwan
| | - Philippe de Timary
- Department of Adult PsychiatryInstitute of Neuroscience, UCLouvain and Cliniques Universitaires Saint‐LucBrusselsBelgium
| | | | - Marie Grall‐Bronnec
- CHU Nantes, Department of Addictology and PsychiatryNantesFrance,Universités de Nantes et Tours, UMR 1246NantesFrance
| | - Hae Kook Lee
- Department of Psychiatry, College of MedicineThe Catholic University of KoreaSeoulSouth Korea
| | - Susumu Higuchi
- National Hospital OrganizationKurihama Medical and Addiction CenterJapan
| | - Susana Jimenez‐Murcia
- Department of PsychiatryBellvitge University Hospital‐IDIBELLBarcelonaSpain,Ciber Fisiopatología Obesidad y Nutrición (CIBERObn)Instituto de Salud Carlos IIIMadridSpain
| | - Orsolya Király
- Institute of PsychologyELTE Eötvös Loránd UniversityBudapestHungary
| | - Daria J. Kuss
- International Gaming Research Unit, Psychology DepartmentNottingham Trent UniversityNottinghamUK
| | - Jiang Long
- Shanghai Mental Health CenterShanghai Jiao Tong University School of MedicineShanghaiChina,Laboratory for Experimental Psychopathology, Psychological Science Research InstituteUniversité Catholique de LouvainLouvainBelgium
| | - Astrid Müller
- Department of Psychosomatic Medicine and PsychotherapyHannover Medical SchoolHanoverGermany
| | | | - Marc N. Potenza
- Departments of Psychiatry and Neuroscience and the Child Study CenterYale School of Medicine and Connecticut Mental Health CenterNew HavenCTUSA
| | - Afarin Rahimi‐Movaghar
- Iranian National Center for Addiction StudiesTehran University of Medical SciencesTehranIran
| | - John B. Saunders
- Centre for Youth Substance Abuse ResearchUniversity of QueenslandBrisbaneQueenslandAustralia
| | | | - Seung‐Yup Lee
- Department of Psychiatry, Eunpyeong St Mary's Hospital, College of MedicineThe Catholic University of KoreaSeoulSouth Korea
| | - Kristiana Siste
- Department of Psychiatry, Faculty of Medicine, Universitas IndonesiaJakartaIndonesia,Cipto Mangunkusumo HospitalJakartaIndonesia
| | - Daniel T. Spritzer
- Postgraduate Program in Psychiatry and Behavioral SciencesFederal University of Rio Grande do SulBrazil
| | - Vladan Starcevic
- Faculty of Medicine and Health, Sydney Medical School, Nepean Clinical SchoolUniversity of SydneySydneyAustralia
| | | | - Klaus Wölfling
- Outpatient Clinic for Behavioral Addictions, Department of Psychosomatic Medicine and PsychotherapyUniversity Medical Center of the Johannes Gutenberg‐University MainzGermany
| | - Joël Billieux
- Institute of PsychologyUniversity of LausanneLausanneSwitzerland,Health and Behaviour InstituteUniversity of LuxembourgEsch‐sur‐AlzetteLuxembourg
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Dell’Osso B, Di Bernardo I, Vismara M, Piccoli E, Giorgetti F, Molteni L, Fineberg NA, Virzì C, Bowden-Jones H, Truzoli R, Viganò C. Managing Problematic Usage of the Internet and Related Disorders in an Era of Diagnostic Transition: An Updated Review. Clin Pract Epidemiol Ment Health 2021; 17:61-74. [PMID: 34497661 PMCID: PMC8386084 DOI: 10.2174/1745017902117010061] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/20/2020] [Revised: 03/12/2021] [Accepted: 03/12/2021] [Indexed: 01/28/2023]
Abstract
INTRODUCTION Problematic Usage of the Internet (PUI) refers to a broad and likely heterogeneous group of Internet-related conditions associated with behavioural disturbances and functional impairment. METHODS Within PUI several conditions have been reported, including Gaming Disorder, Shopping Addiction, Cyberchondria, Gambling Disorder, Cyberpornography Addiction and Cyberbullying. While increasing reports in the field try to define the epidemiologic and clinical boundaries of these conditions, the rapid and continuous evolution of Internet related behaviours as well as their problematic/pathological expressions are often difficult to diagnose, assess, approach with treatment interventions and follow-up. RESULTS In addition, some of the PUI-related conditions show characteristics of addiction to the Internet as a preferential tool to engage in specific behaviours, while some others exclusively manifest on the Internet, making it necessary to find distinct assessment and treatment pathways. CONCLUSION The inclusion of Internet Gaming Disorder in Section III by the DSM-5 and the recognition of Gaming Disorder by the ICD-11 opened the way for a systematic clinical investigation of this and other PUI-related conditions, particularly in terms of preventive and therapeutic strategies. The present article is aimed at offering an updated clinical overview on the main expressions of PUI, focussing on the latest acquisitions in this evolving field.
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Affiliation(s)
- Bernardo Dell’Osso
- Department of Psychiatry, University of Milan, Department of Biomedical and Clinical Sciences “Luigi Sacco”, ASST Fatebenefratelli-Sacco, Milan, Italy
- Department of Psychiatry, Bipolar Disorders Clinic, Stanford Medical School, Stanford University, Stanford, CA, USA
- Aldo Ravelli” Center for Neurotechnology and Brain Therapeutic, University of Milan, 20142 Milan, Italy
| | - Ilaria Di Bernardo
- Department of Psychiatry, University of Milan, Department of Biomedical and Clinical Sciences “Luigi Sacco”, ASST Fatebenefratelli-Sacco, Milan, Italy
| | - Matteo Vismara
- Department of Psychiatry, University of Milan, Department of Biomedical and Clinical Sciences “Luigi Sacco”, ASST Fatebenefratelli-Sacco, Milan, Italy
| | - Eleonora Piccoli
- Department of Psychiatry, University of Milan, Department of Biomedical and Clinical Sciences “Luigi Sacco”, ASST Fatebenefratelli-Sacco, Milan, Italy
| | - Federica Giorgetti
- Department of Psychiatry, University of Milan, Department of Biomedical and Clinical Sciences “Luigi Sacco”, ASST Fatebenefratelli-Sacco, Milan, Italy
| | - Laura Molteni
- Department of Psychiatry, University of Milan, Department of Biomedical and Clinical Sciences “Luigi Sacco”, ASST Fatebenefratelli-Sacco, Milan, Italy
| | - Naomi A. Fineberg
- Hertfordshire Partnership University NHS Foundation Trust, Rosanne House, Welwyn Garden City, Hertfordshire AL8 6HG, UK
- Center for Clinical & Health Research Services, School of Life and Medical Sciences, University of Hertfordshire, Hatfield, UK
- School of Clinical Medicine, University of Cambridge, Cambridge, UK
| | - Calogero Virzì
- Department of Psychiatry, University of Milan, Department of Biomedical and Clinical Sciences “Luigi Sacco”, ASST Fatebenefratelli-Sacco, Milan, Italy
- Department of Clinical and Molecular Biomedicine, Psychiatry Unit, University of Catania, Catania, Italy
| | - Henrietta Bowden-Jones
- Central North West London NHS Trust, Division of Brain Science, Imperial College London, London, UK
| | - Roberto Truzoli
- Department of Psychiatry, University of Milan, Department of Biomedical and Clinical Sciences “Luigi Sacco”, ASST Fatebenefratelli-Sacco, Milan, Italy
| | - Caterina Viganò
- Department of Psychiatry, University of Milan, Department of Biomedical and Clinical Sciences “Luigi Sacco”, ASST Fatebenefratelli-Sacco, Milan, Italy
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Blinka L, Ťápal A, Škařupová K. Evaluating the Psychometric Properties and Measurement Invariance of the Addiction-Engagement Questionnaire Using a Longitudinal Sample. JOURNAL OF PSYCHOPATHOLOGY AND BEHAVIORAL ASSESSMENT 2021. [DOI: 10.1007/s10862-021-09907-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
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Donati MA, Guido CA, De Meo G, Spalice A, Sanson F, Beccari C, Primi C. Gaming among Children and Adolescents during the COVID-19 Lockdown: The Role of Parents in Time Spent on Video Games and Gaming Disorder Symptoms. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18126642. [PMID: 34205533 PMCID: PMC8296495 DOI: 10.3390/ijerph18126642] [Citation(s) in RCA: 28] [Impact Index Per Article: 9.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/24/2021] [Revised: 06/15/2021] [Accepted: 06/16/2021] [Indexed: 02/07/2023]
Abstract
It is mainly children and adolescents who are involved in video gaming. The lockdown caused by the COVID-19 pandemic may have further increased their use of video games and, consequently, the risk of gaming disorder (GD) symptoms. However, currently, we do not have exhaustive knowledge of this issue. To fill this gap, the current study aims to analyze video gaming habits in children and adolescents during the lockdown, starting in March 2020 in Italy, the first European country affected by the pandemic. Specifically, we aim to understand how variables related to parents—for instance, knowledge of their offspring’s life, the monitoring of their video gaming habits, and parental use of video games—are related to their offspring’s time spent on video games and GD symptoms. A web-based survey involving parents (n = 554, 79% mothers, mean age = 45.39) of 554 children and adolescents (73% males, mean age = 11.11) was utilized. The results showed that they were involved in video games, particularly boys and adolescents, with high rates of GD symptoms. The parents also spent a considerable amount of time playing video games. A path model that explained the mechanisms through which parental variables were related to their offspring’s time spent on video games and GD symptoms, controlling for gender and age, was verified. Overall, the findings indicate the importance of educating parents to behave effectively with respect to video games and monitor their offspring’s video gaming habits.
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Affiliation(s)
- Maria Anna Donati
- NEUROFARBA Department, Psychology Section, University of Florence, 50135 Florence, Italy; (F.S.); (C.B.); (C.P.)
- Correspondence:
| | - Cristiana Alessia Guido
- Department of Maternal Sciences, Child Neurology Division, Sapienza University of Rome, 00185 Rome, Italy; (C.A.G.); (G.D.M.); (A.S.)
- Department of Developmental and Social Psychology, Faculty of Medicine and Psychology, Sapienza University of Rome, 00185 Rome, Italy
| | - Giuliano De Meo
- Department of Maternal Sciences, Child Neurology Division, Sapienza University of Rome, 00185 Rome, Italy; (C.A.G.); (G.D.M.); (A.S.)
| | - Alberto Spalice
- Department of Maternal Sciences, Child Neurology Division, Sapienza University of Rome, 00185 Rome, Italy; (C.A.G.); (G.D.M.); (A.S.)
| | - Francesco Sanson
- NEUROFARBA Department, Psychology Section, University of Florence, 50135 Florence, Italy; (F.S.); (C.B.); (C.P.)
| | - Carola Beccari
- NEUROFARBA Department, Psychology Section, University of Florence, 50135 Florence, Italy; (F.S.); (C.B.); (C.P.)
| | - Caterina Primi
- NEUROFARBA Department, Psychology Section, University of Florence, 50135 Florence, Italy; (F.S.); (C.B.); (C.P.)
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Ballou N, Van Rooij AJ. The relationship between mental well-being and dysregulated gaming: a specification curve analysis of core and peripheral criteria in five gaming disorder scales. ROYAL SOCIETY OPEN SCIENCE 2021; 8:201385. [PMID: 34084538 PMCID: PMC8150039 DOI: 10.1098/rsos.201385] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 08/04/2020] [Accepted: 01/25/2021] [Indexed: 06/12/2023]
Abstract
Gaming disorder (also known as dysregulated gaming) has received significant research and policy attention based on concerns that certain patterns of play are associated with decreased mental well-being and/or functional impairment. In this study, we use specification curve analysis to examine analytical flexibility and the strength of the relationship between dysregulated gaming and well-being in the form of general mental health, depressive mood and life satisfaction. Dutch and Flemish gamers (n = 424) completed an online survey containing five unique dysregulated gaming measures (covering nine scale variants) and three well-being measures. We find a consistent negative relationship; across 972 justifiable regression models, the median standardized regression coefficient was -0.39 (min: -0.54, max: -0.19). Data show that the majority of dysregulated gaming operationalizations converge upon highly similar estimates of well-being. However, variance is introduced by the choice of well-being measure; results indicate that dysregulated gaming is more strongly associated with depressive mood than with life satisfaction. Weekly game time accounted for little to no unique variance in well-being in the sample. We argue that research on this topic should compare a broad range of psychosocial well-being outcomes and explore possible simplifications of the DSM-5 gaming disorder criteria. Given somewhat minute differences between dysregulated gaming scales when used in survey-based studies and largely equivalent relationships with mental health indicators, harmonization of measurement should be a priority.
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Turel O, He Q, Wei L, Bechara A. The role of the insula in internet gaming disorder. Addict Biol 2021; 26:e12894. [PMID: 32147952 DOI: 10.1111/adb.12894] [Citation(s) in RCA: 12] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/25/2019] [Revised: 02/22/2020] [Accepted: 02/27/2020] [Indexed: 11/29/2022]
Abstract
Internet gaming disorder (IGD) is a concerning issue that requires further research. Here, we seek to examine its neural etiology with an emphasis on the role of the insula. To do so, we relied on the tripartite neurocognitive model of addictive behaviors as applied to IGD. We hypothesized that (a) video game cues will elicit stronger reward system activation and weaker prefrontal activation in gamers vs controls, (b) the IGD scores of gamers will be positively associated with activation of the reward system and negatively with activation of prefrontal regions, (c) deprivation from video gaming will result in increased activation of the insula, when gamers are exposed to video game cues vs to neutral cues, and (d) in deprivation conditions, there will be positive and negative coupling, respectively, between activation of the insula and the reward and prefrontal regions in gamers. We tested these hypotheses with a design with one between-subjects factor (gamers vs controls) and two within-subjects factors: stimuli (gaming vs neutral; for all participants) and session (deprivation vs satiety; only for gamers). Findings based on functional magnetic resonance imaging (fMRI; applied to all 52 subjects, 26 gamers, and 26 controls) and psychophysiological interaction (PPI; applied to the 26 gamers) engaged in a video reactivity task supported our assertions. The IGD score positively correlated with activity in the right ventral striatum and negatively with activity in the right dorsolateral prefrontal cortex (DLPFC). Left insular cortex activity was the highest when observing video gaming cues under deprivation. Lastly, there was an increased coupling between the left insula and left ventral striatum and a decreased coupling with left DLPFC when observing video gaming cues compared with when watching control videos in the deprivation condition.
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Affiliation(s)
- Ofir Turel
- Information Systems and Decision Sciences California State University Fullerton California USA
- Brain and Creativity Institute University of Southern California Los Angeles California USA
| | - Qinghua He
- Faculty of Psychology Southwest University Chongqing China
- Key Laboratory of Cognition and Personality, Ministry of Education Southwest University Chongqing China
- Chongqing Collaborative Innovation Center for Brain Science Chongqing China
- Southwest University Branch Collaborative Innovation Center of Assessment Toward Basic Education Quality at Beijing Normal University Chongqing China
- Institute of Psychology, Key Laboratory of Mental Health Chinese Academy of Sciences Beijing China
| | - Lei Wei
- Faculty of Psychology Southwest University Chongqing China
| | - Antoine Bechara
- Brain and Creativity Institute University of Southern California Los Angeles California USA
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Whelan E, Laato S, Islam AKMN, Billieux J. A casino in my pocket: Gratifications associated with obsessive and harmonious passion for mobile gambling. PLoS One 2021; 16:e0246432. [PMID: 33626100 PMCID: PMC7904185 DOI: 10.1371/journal.pone.0246432] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/13/2020] [Accepted: 01/19/2021] [Indexed: 11/18/2022] Open
Abstract
Mobile gambling differs from land-based and traditional forms of gambling in that the opportunity to place bets and engage with casinos is constantly present and easily accessible. Instead of going to a physical bookmaker or casino, mobile gambling is done quickly and swiftly, anytime, anywhere, with a few taps on a mobile device. Previous studies reveal mobile gambling has managed to reach new audiences especially amongst younger people. Gambling harms can have severe adverse effects on individuals, families and society. However, for a subgroup of highly involved individuals, gambling can be considered a harmonious passion that permits frequent gambling without elevating individual's risks of experience problem gambling manifestations. Combining the Uses and Gratifications (U&G) and Dualistic Model of Passion (DMP) frameworks, the present study aims to determine if and how the different gratifications sought from mobile gambling are susceptible to explaining non-problematic versus problematic patterns in highly involved gamblers. Data were collected over two waves from a global sample of mobile gamblers (N = 327). Results emphasize that the motivational underpinnings of mobile gambling (as measured by the U&G) differ in obsessive versus harmonious passion. Obsessive passion is associated with poor mood and problematic gambling. In contrast, harmonious passion for mobile gambling is associated with positive mood but is unrelated to problematic gambling. Based on these findings, and given that problematic gambling is an internationally relevant public health issue (the prevalence of problem gambling is estimated to range from 0.1% to 5.8% in different countries), we suggest interventions focusing on specific uses and gratifications associated with an obsessive passion for mobile gambling may be effective in reducing problematic usage patterns.
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Affiliation(s)
- Eoin Whelan
- Business Information Systems, J.E. Cairnes School of Business and Economics, NUI Galway, Ireland
| | - Samuli Laato
- Department of Future Technologies, University of Turku, Turku, Finland
| | | | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland
- Centre for Excessive Gambling, Lausanne University Hospitals (CHUV), Lausanne, Switzerland
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Luo T, Wei D, Guo J, Hu M, Chao X, Sun Y, Sun Q, Xiao S, Liao Y. Diagnostic Contribution of the DSM-5 Criteria for Internet Gaming Disorder. Front Psychiatry 2021; 12:777397. [PMID: 35069285 PMCID: PMC8766757 DOI: 10.3389/fpsyt.2021.777397] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/15/2021] [Accepted: 11/30/2021] [Indexed: 12/29/2022] Open
Abstract
Background: Internet gaming disorder (IGD) can have long-term severe consequences in affected individuals, especially adolescents and young people. Empirical studies of IGD using the DSM-5 criteria are still lacking. This study aimed to evaluate the contribution of specific criteria to the diagnosis of IGD based on the DSM-5 in the context of Chinese culture. Methods: The Chinese version of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) was applied to investigate the prevalence of IGD in a general sample of 28,689 middle school students aged 12-19 years from two cities in China. Results: The prevalence of IGD was 4.6% among this adolescent sample. The group of IGD students reported longer weekly gaming times and worse academic performance than the group of non-IGD students. Although "preoccupation" and "playing to escape" were the most frequently reported criteria, the conditional inference trees showed that "give up other activities," 'negative consequences," and "continue despite problems" contributed most to the diagnosis of IGD based on the DSM-5. Conclusions: The prevalence of IGD among Chinese adolescents (ages 12-19) was 4.6%. This study provides evidence for retaining or deleting specific diagnostic criteria by the DSM framework in the future.
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Affiliation(s)
- Tao Luo
- Department of Social Medicine and Health Management, Xiangya School of Public Health, Central South University, Changsha, China.,Department of Psychology, The First Affiliated Hospital of Nanchang University, Nanchang, China
| | - Dan Wei
- Department of Psychiatry, Jiangxi Mental Hospital, Nanchang, China
| | - Jiangfan Guo
- Publicity Division of Jiangxi Mental Hospital, Nanchang, China
| | - Maorong Hu
- Department of Psychology, The First Affiliated Hospital of Nanchang University, Nanchang, China
| | - Xuelin Chao
- Department of Psychology, The First Affiliated Hospital of Nanchang University, Nanchang, China
| | - Yan Sun
- National Institute on Drug Dependence, Peking University, Peking, China
| | - Qian Sun
- Department of Psychology, The First Affiliated Hospital of Nanchang University, Nanchang, China
| | - Shuiyuan Xiao
- Department of Social Medicine and Health Management, Xiangya School of Public Health, Central South University, Changsha, China
| | - Yanhui Liao
- Department of Psychiatry, Sir Run Run Shaw Hospital, Zhejiang University School of Medicine, Hangzhou, China
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Le MTH. Social comparison effects on brand addiction: A mediating role of materialism. Heliyon 2020; 6:e05460. [PMID: 33241145 PMCID: PMC7672284 DOI: 10.1016/j.heliyon.2020.e05460] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2020] [Revised: 10/10/2020] [Accepted: 11/04/2020] [Indexed: 11/02/2022] Open
Abstract
This research explores the role of materialism, and social comparison to brand addiction in relation to compulsive buying. A structural equation modeling was used to analyze data through partial least squares by collecting online data in Vietnam. The research findings explain social comparison is an antecedent leading to addictive behavior. Materialism mediates and increases the addictive behavior when consumers are significantly impacted by social comparison. In addition, brand addiction leads to word-of-mouth and willingness to pay premium price when consumers are set under social comparison and materialistic tendency. The managerial and theoretical application is also provided in this research.
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Affiliation(s)
- Minh T H Le
- School of International Business and Marketing, University of Economics Ho Chi Minh City, Viet Nam
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Moge CE, Romano DM. Contextualising video game engagement and addiction in mental health: the mediating roles of coping and social support. Heliyon 2020; 6:e05340. [PMID: 33235930 PMCID: PMC7672223 DOI: 10.1016/j.heliyon.2020.e05340] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/20/2020] [Revised: 10/02/2020] [Accepted: 10/21/2020] [Indexed: 11/17/2022] Open
Abstract
INTRODUCTION A challenge in defining Internet Gaming Disorder (IGD) is discriminating pathological gameplay from an excessive, yet benign, involvement in video games. Although previous research has explored this theoretical distinction in the context of general computing activities, it merits consideration with regards to online gaming. Additionally, whilst comorbidities of addicted gaming and mental health outcomes have been robustly demonstrated, few studies have examined the role of mediating factors that may contextualise this relationship. As such, the present study aims to validate the distinction between addiction and engagement in online gaming, by considering the mediating roles of coping and social online and offline support in mental health. METHOD One hundred and thirty-five participants completed the Computer Engagement/Addiction Questionnaire (CEAS), Depression-Anxiety-Stress Scale (DASS-21), Brief Approach-Avoidance Coping Questionnaire (BACQ) and two versions of the Multidimensional Scale of Perceived Social Support (MSPSS). RESULTS Correlational analyses showed a clear distinction between gaming addiction and engagement in the context of all of depression, stress and in particular anxiety (DAS) not found in previous studies. Multiple mediation analysis showed a significant mediating effect of coping, (specifically withdrawal/resignation coping) on the relationship between video game addiction and symptoms of DAS. Offline perceived social support was a significant partial mediator in the relationship between gaming addiction and depression, as compared to any kind of online social support. The results support the distinction of the addiction and engagement concepts in gaming. This study may inform future clinical classifications of IGD, with implications on how pathological gaming is treated.
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Affiliation(s)
- Clara E. Moge
- Department of Psychology and Language Sciences, University College London, London, WC1H 0AP, United Kingdom
| | - Daniela M. Romano
- Department of Information Science, University College London, London, WC1E 6BT, United Kingdom
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Mandryk RL, Frommel J, Armstrong A, Johnson D. How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing. Front Psychol 2020; 11:2165. [PMID: 33071843 PMCID: PMC7533578 DOI: 10.3389/fpsyg.2020.02165] [Citation(s) in RCA: 22] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/24/2020] [Accepted: 08/03/2020] [Indexed: 11/27/2022] Open
Abstract
Playing digital games can nurture wellbeing by helping players recover from daily stressors, cope with life's challenges, practice emotion regulation, and engage in meaningful social interaction; however, this same leisure activity can also result in problematic gaming (i.e., harmful play at the expense of healthy behaviors), and social isolation that damages wellbeing. Research consistently demonstrates that the value or harm of gaming on wellbeing cannot be determined solely from whether and how much people play, but rather depends on contingent factors related to the player, the game, and the gaming context. In this paper, we aim to model contingent factors that differentiate between beneficial and harmful outcomes within players of the same massively multiplayer online role playing game (MMORPG). We model how passion for gaming—defined as a strong desire to engage in a beloved activity that is enjoyed and valued, in which time and energy is invested, and that ultimately integrates into a person's identity—affects loneliness and wellbeing. We employ the dualistic model that divides passion into harmonious passion (HP)—characterized by a balanced and authentic relationship with the beloved activity, and obsessive passion (OP)—characterized by preoccupation and inflexible persistence toward the loved activity. We sampled 300 frequent World of Warcraft (WoW) players, recruited from online forums, and used structural equation modeling (SEM) to investigate the effects of their passion for playing WoW on in-game social capital, loneliness, and wellbeing. We demonstrate that HP for playing WoW facilitates in-game social capital (both bridging and bonding), combats loneliness, and increases wellbeing, whereas OP also builds social capital, but these social ties do not combat loneliness, and OP is directly associated with increased loneliness. Further, the positive effect of HP on wellbeing is mediated through an increase in bonding social capital and a resulting decrease in loneliness. Our findings highlight that passion orientation is important for characterizing the relationship between gaming and wellbeing. We contribute to the conversation on combating problematic gaming, while also promoting digital gaming as an appealing leisure activity that provides enjoyment, recovery, and meaningful social interaction for the millions of gamers who benefit from its captivation.
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Affiliation(s)
- Regan L Mandryk
- Department of Computer Science, University of Saskatchewan, Saskatoon, SK, Canada
| | - Julian Frommel
- Department of Computer Science, University of Saskatchewan, Saskatoon, SK, Canada
| | - Ashley Armstrong
- Department of Computer Science, University of Saskatchewan, Saskatoon, SK, Canada
| | - Daniel Johnson
- School of Computer Science, Queensland University of Technology, Brisbane, QLD, Australia
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Nuyens FM, Kuss DJ, Lopez-Fernandez O, Griffiths MD. The Potential Interaction Between Time Perception and Gaming: A Narrative Review. Int J Ment Health Addict 2020. [DOI: 10.1007/s11469-019-00121-1] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/28/2022] Open
Abstract
Abstract
Compromised time control is a variable of interest among disordered gamers because time spent on videogames can directly affect individuals’ lives. Although time perception appears to be closely associated with this phenomenon, previous studies have not systematically found a relationship between time perception and gaming. Therefore, the purpose of this narrative review is to explore how gaming disorder may be associated with time perception. It has been found that gamers exhibit a stronger attentional focus as well as an improved working memory compared with non-gamers. However, gamers (and especially disordered gamers) exhibit a stronger reaction to gaming cues which—coupled with an altered emotion regulation observed among disordered gamers—could directly affect their time perception. Finally, “'flow states”' direct most of the attentional resources to the ongoing activity, leading to a lack of resources allocated to the time perception. Therefore, entering a flow state will result in an altered time perception, most likely an underestimation of duration. The paper concludes that the time loss effect observed among disordered gamers can be explained via enhanced emotional reactivity (facilitated by impaired emotion regulation).
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Towards a cross-cultural assessment of binge-watching: Psychometric evaluation of the “watching TV series motives” and “binge-watching engagement and symptoms” questionnaires across nine languages. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2020.106410] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/19/2022]
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Liese BS, Kim HS, Hodgins DC. Insecure attachment and addiction: Testing the mediating role of emotion dysregulation in four potentially addictive behaviors. Addict Behav 2020; 107:106432. [PMID: 32330652 DOI: 10.1016/j.addbeh.2020.106432] [Citation(s) in RCA: 22] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/31/2019] [Revised: 04/03/2020] [Accepted: 04/03/2020] [Indexed: 12/19/2022]
Abstract
Insecure attachment has been associated with an array of addictive behaviors. However, the mechanism by which insecure attachment leads to addictive behaviors remains largely unknown. In the present research we tested whether emotion dysregulation mediated the relationship between insecure attachment (anxious, avoidant) in substance use (alcohol, marijuana) and DSM-5 (Internet gaming) and non-DSM-5 (texting) behavioral dependencies. A sample (N = 712) of participants recruited from a university in the United States completed an online battery of instruments, assessing adult attachment style, emotion dysregulation, and self-reported DSM-5 symptoms adapted from substance use disorder criteria. In separate mediation analyses, anxious attachment was associated with self-reported DSM-5 symptoms for alcohol, marijuana, texting, but not Internet gaming; whereas emotion dysregulation was associated with self-reported DSM-5 symptoms of all four potentially addictive behaviors. Avoidant attachment was not associated with self-reported DSM-5 symptoms for any of the addictive behaviors. Emotion dysregulation mediated the relationship between both anxious and avoidant attachment and self-reported DSM-5 symptoms for alcohol, marijuana, and texting. In contrast, emotion dysregulation mediated the relationship between anxious but not avoidant attachment and Internet gaming. Insecure attachment, specifically anxious attachment and emotion dysregulation may be important psychological characteristics that increase the risk for alcohol, marijuana and texting, while Internet gaming corresponds with unique characteristics. Whereas attachment styles may be resistant to change, emotion dysregulation has been found to be modifiable and may provide a potential target in the treatment of substance use disorders and some behavioral dependencies for those who manifest attachment insecurities.
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Feng B, Chen M. The Impact of Entrepreneurial Passion on Psychology and Behavior of Entrepreneurs. Front Psychol 2020; 11:1733. [PMID: 32793066 PMCID: PMC7385187 DOI: 10.3389/fpsyg.2020.01733] [Citation(s) in RCA: 59] [Impact Index Per Article: 14.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/03/2020] [Accepted: 06/23/2020] [Indexed: 11/23/2022] Open
Abstract
In order to study the influence of entrepreneurial passion on entrepreneurs’ psychology and behavior, based on the theory of self-efficacy, a model of relationship between entrepreneurial passion and entrepreneurs’ psychology and behavior was constructed, relevant hypotheses were proposed, and the promotion mechanism of entrepreneurial passion on entrepreneurial behavior and enterprise performance was analyzed. A survey of 300 entrepreneurs from Hangzhou, Wenzhou, Jiaxing, Shaoxing, and Huzhou was conducted to verify the reliability of the questionnaire through statistical description and analysis. Then exploratory factor analysis and confirmatory factor analysis (CFA) were conducted to test the correlation between variables. Finally, the structural equation was simulated to verify the correctness of the proposed hypothesis and model. The results show that the designed questionnaire has good reliability [the correction item total correlation coefficients (CITC) of all scales are greater than 0.3, values of Cronbach’s α are higher than 0.6], the validity (all inventory accumulation explanation degree are higher than 50%) and the fitting (χ2/df values of all scales are less than 3, comparative fitness index (CFI), goodness of fitness index (GFI), and incremental fitness index (IFI) are greater than 0.9, root-mean-square error of approximation (RMSEA) value is less than 0.08). The direct effect of harmonious passion on entrepreneurial persistence and enterprise performance is not significant, while the direct effect of compulsive passion on entrepreneurial persistence and enterprise performance is significant. Harmonious passion (P < 0.001) and compulsive passion (P < 0.01) are significantly correlated with entrepreneurial self-efficacy, and self-efficacy plays a mediating role between entrepreneurial passion and entrepreneur psychology and behavior (P < 0.05), and the hypothesis proposed is basically valid. Therefore, entrepreneurial passion can positively guide the entrepreneurial persistence of entrepreneurs, and at the same time promote the performance of enterprises by stimulating the positive emotions of entrepreneurs. In addition, entrepreneurs can enhance their entrepreneurial role identity, maintain a positive attitude, stimulate creativity, and innovation, to enhance their sense of energy efficiency. The government can also promote successful business cases to build an inclusive and innovative social environment and stimulate the entrepreneurial passion of entrepreneurs. This study reveals the relationship between entrepreneurial passion, self-efficacy, and entrepreneur psychology and behavior, and extends the application of entrepreneurial passion in the field of entrepreneurship.
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Affiliation(s)
- Bing Feng
- School of Economics and Management, Northwest University, Xi'an, China.,School of Management, Yulin University, Yulin, China
| | - Min Chen
- Academy of Financial Research, School of Business, Wenzhou University, Wenzhou, China
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Wong RSM, Ho FKW, Tung KTS, Fu KW, Ip P. Effect of Pokémon Go on Self-Harm Using Population-Based Interrupted Time-Series Analysis: Quasi-Experimental Study. JMIR Serious Games 2020; 8:e17112. [PMID: 32530429 PMCID: PMC7320302 DOI: 10.2196/17112] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/19/2019] [Revised: 12/25/2019] [Accepted: 01/22/2020] [Indexed: 12/31/2022] Open
Abstract
BACKGROUND Pokémon Go is a very popular location-based augmented reality game with widespread influences over the world. An emerging body of research demonstrates that playing Pokémon Go can lead to improvements in physical activity and psychosocial well-being; however, whether Pokémon Go reduces self-harm incidence at the population-level is still questionable. OBJECTIVE This study aimed to quantify how the launch of Pokémon Go in Hong Kong affected the incidence of self-harm using a quasi-experimental design. METHODS An interrupted time-series design with Poisson segmented regression adjusted for time and seasonality trends was used on data from 2012 to 2018 to detect any changes in the number of accident and emergency attendances due to self-harm, after Pokémon Go was launched. The findings were validated using a baseline control period and using other intentional injuries and minor noninjuries as control outcomes. We also assessed intervention effects by age group. RESULTS From January 1, 2012 to July 31, 2018, there were 13,463 accident and emergency attendances due to self-harm in Hong Kong. During the period after launching Pokémon Go, self-harm attendances dropped by 34% (adjusted incidence rate ratio: 0.66, 95% CI 0.61-0.73). When analyzed by age group, a reduction in self-harm incidence was only apparent in adults (18 to 24 years of age: adjusted incidence rate ratio: 0.78, P=.02; 25 to 39 years of age: adjusted incidence rate ratio: 0.75, P<.001; 40 years of age and older: adjusted incidence rate ratio: 0.57, P<.001). CONCLUSIONS Self-harm incidence in the population, particularly in adults, showed a significant decline in the period after Pokémon Go was launched. Augmented reality games such as Pokémon Go show great promise as a tool to enhance psychosocial well-being and improve mental health.
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Affiliation(s)
- Rosa Sze Man Wong
- Department of Paediatrics and Adolescent Medicine, University of Hong Kong, Hong Kong, China (Hong Kong)
| | - Frederick Ka Wing Ho
- Institute of Health and Wellbeing, University of Glasgow, Glasgow, United Kingdom
| | - Keith Tsz Suen Tung
- Department of Paediatrics and Adolescent Medicine, University of Hong Kong, Hong Kong, China (Hong Kong)
| | - King-Wa Fu
- Journalism and Media Studies Centre, University of Hong Kong, Hong Kong, China (Hong Kong)
| | - Patrick Ip
- Department of Paediatrics and Adolescent Medicine, University of Hong Kong, Hong Kong, China (Hong Kong)
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Perales JC, King DL, Navas JF, Schimmenti A, Sescousse G, Starcevic V, van Holst RJ, Billieux J. Learning to lose control: A process-based account of behavioral addiction. Neurosci Biobehav Rev 2019; 108:771-780. [PMID: 31846653 DOI: 10.1016/j.neubiorev.2019.12.025] [Citation(s) in RCA: 37] [Impact Index Per Article: 7.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/04/2019] [Revised: 12/13/2019] [Accepted: 12/13/2019] [Indexed: 12/24/2022]
Abstract
Learning psycho(bio)logy has developed a solid corpus of evidence and theory regarding behavior control modes. The present article briefly reviews that literature and its influence on recent models in which the transition from goal-directed to compulsive behavior is identified as the main process underlying substance use disorders. This literature is also relevant to non-substance addictive disorders, and serves as basis to propose a restricted definition of behavioral addiction relying on the presence of behavior-specific compulsivity. Complementarily, we consider whether some activities can become disordered while remaining mostly goal-driven. Based on reinforcement learning models, relative outcome utility computation is proposed as an alternative mechanism through which dysfunctional behaviors (even not qualifying as addictive) can override adaptive ones, causing functional impairment. Beyond issues of conceptual delimitation, recommendations are made regarding the importance of identifying individual etiological pathways to dysregulated behavior, the necessity of accurately profiling at-risk individuals, and the potential hazards of symptom-based diagnosis. In our view, the validity of these recommendations does not depend on the position one takes in the nosological debate.
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Affiliation(s)
- José C Perales
- Department of Experimental Psychology, Mind Brain and Behavior Research Center (CIMCYC), University of Granada, Spain
| | - Daniel L King
- College of Education, Psychology, & Social Work, Flinders University, Australia
| | - Juan F Navas
- Department of Basic Psychology, Autonomous University of Madrid, Spain; Universitat Oberta de Catalunya, Spain.
| | | | - Guillaume Sescousse
- Lyon Neuroscience Research Center - INSERM U1028 - CNRS UMR5292, PSYR2 Team, University of Lyon, France
| | - Vladan Starcevic
- University of Sydney, Faculty of Medicine and Health, Sydney Medical School, Nepean Clinical School, Discipline of Psychiatry, Australia
| | - Ruth J van Holst
- Amsterdam UMC, University of Amsterdam, Department of Psychiatry, Amsterdam Institute for Addiction Research, Netherlands
| | - Joël Billieux
- Addictive and Compulsive Behaviours Lab. Institute for Health and Behaviour, University of Luxembourg, Esch-sur-Alzette, Luxembourg; Institute of Psychology, University of Lausanne, Lausanne, Switzerland; Centre for Excessive Gambling, Lausanne University Hospitals (CHUV), Lausanne, Switzerland
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Musetti A, Mancini T, Corsano P, Santoro G, Cavallini MC, Schimmenti A. Maladaptive Personality Functioning and Psychopathological Symptoms in Problematic Video Game Players: A Person-Centered Approach. Front Psychol 2019; 10:2559. [PMID: 31803104 PMCID: PMC6877750 DOI: 10.3389/fpsyg.2019.02559] [Citation(s) in RCA: 22] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/26/2019] [Accepted: 10/29/2019] [Indexed: 01/29/2023] Open
Abstract
BACKGROUND A need exists to increase our understanding of the association between maladaptive personality traits, psychopathological symptoms, game preference, and different types of video game use. In the present study, we used a person-centered approach to identify different subtypes of video game players and we explored how they differ in personality profiles, clinical symptoms, and video game usage. METHODS We assessed problematic gaming via the nine-item Internet Gaming Disorder Scale and self-reported screen time playing video games in a sample of 366 adolescents and young adult gamers. Participants also completed measures on maladaptive personality domains (Personality Inventory for DSM-5 Brief Form), alexithymia (Toronto Alexithymia Scale-20 items), and psychopathological symptoms (DSM-5 Self-Rated Level 1 Cross-Cutting Symptom Measure) and reported which genre of video games they preferred. RESULTS Using a person-centered, cluster-analytic approach, we identified four clusters of video game players (Occasional, Passionate, Preoccupied, and Disordered) presenting peculiar combinations of problematic gaming scores and time spent online playing video games. Non-problematic gamers (Occasional and Passionate) represented the majority of the sample (62.3% of the participants). Highly involved gamers who exhibited excessive screen time playing video games (Disordered gamers) presented the highest level of maladaptive personality traits and psychopathological symptoms, and were characterized by the greatest use of Multiplayer Online Battle Arena (MOBA) games. CONCLUSION These results have clinical implications on suggesting the importance to determining whether or not problematic gaming activities reflect a dysfunctional emotion-focused coping strategy to avoid inner unpleasant emotional or a more generally compromised emotional and social functioning.
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Affiliation(s)
- Alessandro Musetti
- Department of Humanities, Social Sciences and Cultural Industries, University of Parma, Parma, Italy
| | - Tiziana Mancini
- Department of Humanities, Social Sciences and Cultural Industries, University of Parma, Parma, Italy
| | - Paola Corsano
- Department of Humanities, Social Sciences and Cultural Industries, University of Parma, Parma, Italy
| | - Gianluca Santoro
- Faculty of Human and Social Sciences, UKE – Kore University of Enna, Enna, Italy
| | | | - Adriano Schimmenti
- Faculty of Human and Social Sciences, UKE – Kore University of Enna, Enna, Italy
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Pivetta E, Harkin L, Billieux J, Kanjo E, Kuss DJ. Problematic smartphone use: An empirically validated model. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2019.06.013] [Citation(s) in RCA: 49] [Impact Index Per Article: 9.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/06/2023]
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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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Lopez-Fernandez O, Griffiths MD, Kuss DJ, Dawes C, Pontes HM, Justice L, Rumpf HJ, Bischof A, Gässler AK, Suryani E, Männikkö N, Kääriänen M, Romo L, Morvan Y, Kern L, Graziani P, Rousseau A, Hormes JM, Schimmenti A, Passanisi A, Demetrovics Z, Király O, Lelonek-Kuleta B, Chwaszcz J, Dufour M, Ponce Terashima J, Chóliz M, Zacarés JJ, Serra E, Rochat L, Zullino D, Achab S, Landrø NI, Billieux J. Cross-Cultural Validation of the Compulsive Internet Use Scale in Four Forms and Eight Languages. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2019; 22:451-464. [PMID: 31295025 DOI: 10.1089/cyber.2018.0731] [Citation(s) in RCA: 24] [Impact Index Per Article: 4.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
Abstract
The 14-item Compulsive Internet Use Scale (CIUS) is one of the most frequently internationally adapted psychometric instruments developed to assess generalized problematic Internet use. Multiple adaptations of this instrument have led to versions in different languages (e.g., Arabic and French), and different numbers of items (e.g., from 5 to 16 items instead of the original 14). However, to date, the CIUS has never been simultaneously compared and validated in several languages and different versions. Consequently, the present study tested the psychometric properties of four CIUS versions (i.e., CIUS-14, CIUS-9, CIUS-7, and CIUS-5) across eight languages (i.e., German, French, English, Finnish, Spanish, Italian, Polish, and Hungarian) to (a) examine their psychometric properties, and (b) test their measurement invariance. These analyses also identified the optimal versions of the CIUS. The data were collected via online surveys administered to 4,226 voluntary participants from 15 countries, aged at least 18 years, and recruited from academic environments. All brief versions of the CIUS in all eight languages were validated. Dimensional, configural, and metric invariance were established across all languages for the CIUS-5, CIUS-7, and CIUS-9, but the CIUS-5 and CIUS-7 were slightly more suitable because their model fitted the ordinal estimate better, while for cross-comparisons, the CIUS-9 was slightly better. The brief versions of the CIUS are therefore reliable and structurally stable instruments that can be used for cross-cultural research across adult populations.
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Affiliation(s)
- Olatz Lopez-Fernandez
- 1 International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom.,2 Laboratory for Experimental Psychopathology, Psychological Sciences Research Institute, Université Catholique de Louvain, Louvain-la-Neuve, Belgium
| | - Mark D Griffiths
- 1 International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Daria J Kuss
- 1 International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Christopher Dawes
- 1 International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Halley M Pontes
- 1 International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Lucy Justice
- 1 International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Hans-Jürgen Rumpf
- 3 Department for Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
| | - Anja Bischof
- 3 Department for Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
| | - Ann-Kathrin Gässler
- 3 Department for Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
| | - Eva Suryani
- 4 Department of Psychiatry and Behavior, School of Medicine, Atma Jaya Catholic University of Indonesia, Jakarta, Indonesia
| | - Niko Männikkö
- 5 Department of Social Services and Rehabilitation, Oulu University of Applied Sciences, Oulu, Finland
| | - Maria Kääriänen
- 6 Research Unit of Nursing Science and Health Management, University of Oulu and Oulu University Hospital, Oulu, Finland
| | - Lucia Romo
- 7 EA 4430 Clinique psychanalyse développement (CLIPSYD), Université Paris Nanterre, Nanterre, France.,8 INSERM UMR-S 1266, Institut de Psychiatrie et Neurosciences de Paris (IPNP), Université Paris Descartes, Paris, France
| | - Yannick Morvan
- 7 EA 4430 Clinique psychanalyse développement (CLIPSYD), Université Paris Nanterre, Nanterre, France.,8 INSERM UMR-S 1266, Institut de Psychiatrie et Neurosciences de Paris (IPNP), Université Paris Descartes, Paris, France
| | - Laurence Kern
- 9 EA 2931, Centre de recherches sur le sport et le mouvement (CESRM), Université Paris Nanterre, Nanterre, France
| | - Pierluigi Graziani
- 10 LPS EA 849, Aix-Marseille University, Marseille, France.,11 Psychologie, Langues, Lettres et Histoire Département, University of Nîmes, Nîmes, France
| | - Amélie Rousseau
- 12 Psychology Department, PSITEC EA 4074, Université Lille Nord de France, Villeneuve d'Ascq, France
| | - Julia M Hormes
- 13 Department of Psychology, University at Albany, State University of New York, Albany, New York
| | - Adriano Schimmenti
- 14 Faculty of Human and Social Sciences, UKE-Kore University of Enna, Cittadella Universitaria, Enna, Italy
| | - Alessia Passanisi
- 14 Faculty of Human and Social Sciences, UKE-Kore University of Enna, Cittadella Universitaria, Enna, Italy
| | - Zsolt Demetrovics
- 15 Department of Clinical Psychology and Addiction, Institute of Psychology, Eötvös Loránd University, Budapest, Hungary
| | - Orsolya Király
- 15 Department of Clinical Psychology and Addiction, Institute of Psychology, Eötvös Loránd University, Budapest, Hungary
| | - Bernadeta Lelonek-Kuleta
- 16 Department of Family Science and Social Work and Katolicki Uniwersytet Lubelski Jana Pawła II, Lublin, Poland
| | - Joanna Chwaszcz
- 17 Department of Psychology, Katolicki Uniwersytet Lubelski Jana Pawła II, Lublin, Poland
| | - Magali Dufour
- 18 Service de toxicomanie, Faculte de medicine Université de Sherbrooke, Longueuil, Canada
| | - Javier Ponce Terashima
- 19 Department of Psychiatry, University Hospitals Cleveland Medical Center/Case Western Reserve University, Cleveland, Ohio
| | - Mariano Chóliz
- 20 Department of Basic Psychology and University of Valencia, Valencia, Spain
| | - Juan José Zacarés
- 21 Department of Developmental and Educational Psychology, University of Valencia, Valencia, Spain
| | - Emilia Serra
- 21 Department of Developmental and Educational Psychology, University of Valencia, Valencia, Spain
| | - Lucien Rochat
- 22 Department of Psychology and Educational Sciences, University of Geneva, Geneva, Switzerland
| | - Daniele Zullino
- 23 Department of Psychiatry, Research Unit Addictive Disorders, University of Geneva, Geneva, Switzerland.,24 Department of Mental Health and Psychiatry, Addiction Division, University Hospitals of Geneva, Geneva, Switzerland
| | - Sophia Achab
- 23 Department of Psychiatry, Research Unit Addictive Disorders, University of Geneva, Geneva, Switzerland.,24 Department of Mental Health and Psychiatry, Addiction Division, University Hospitals of Geneva, Geneva, Switzerland
| | - Nils Inge Landrø
- 25 Department of Psychology, Clinical Neuroscience Research Group, University of Oslo, Oslo, Norway
| | - Joël Billieux
- 26 Institute for Health and Behavior, Addictive and Compulsive Behaviours Lab, University of Luxembourg, Esch-sur-Alzette, Luxembourg
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Distinguishing Core from Peripheral Psychiatric Symptoms: Addictive and Problematic Internet Gaming in North America, Europe, and China. Cult Med Psychiatry 2019; 43:181-210. [PMID: 30426360 DOI: 10.1007/s11013-018-9608-5] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/27/2022]
Abstract
We explore the problem of distinguishing the relatively constant versus culturally variable dimensions of mental suffering and disorder in the context of a cross-cultural study of Internet gaming-related distress. We extend the conceptual contrast of "core" and "peripheral" symptoms drawn from game studies and use a framework that synthesizes cultural and neurobiological understandings of emotional distress. In our framework, "core" symptoms are relatively constant across cultures and therefore presumed to be more closely tied to a neurobiological base. By contrast, we treat as "peripheral" symptoms those that are more culturally variable, and thus less directly tied to the neurobiology of addiction. We develop and illustrate this approach with a factor analysis of cross-cultural survey data, resting on previous ethnographic work, through which we compare online gaming distress experienced in North America (n = 2025), Europe (n = 1198), and China (n = 841). We identify the same four-factor structure across the three regions, with Addiction always the first and most important factor, though with variability in regional factors' exact item composition. The study aims to advance an integrative biocultural approach to distinguishing universal as opposed to culturally contingent dimensions of human suffering, and to help resolve debates about whether problem gaming represents a form of addiction.
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Billieux J, Flayelle M, Rumpf HJ, Stein DJ. High Involvement Versus Pathological Involvement in Video Games: a Crucial Distinction for Ensuring the Validity and Utility of Gaming Disorder. CURRENT ADDICTION REPORTS 2019. [DOI: 10.1007/s40429-019-00259-x] [Citation(s) in RCA: 45] [Impact Index Per Article: 9.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/04/2023]
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Lin WS, Chen HR, Lee TSH, Feng JY. Role of social anxiety on high engagement and addictive behavior in the context of social networking sites. DATA TECHNOLOGIES AND APPLICATIONS 2019. [DOI: 10.1108/dta-09-2018-0076] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Purpose
The purpose of this paper is to tackle the problem of technology addiction by investigating the differences between the antecedences of addictive (problematic technology usage) and high-engagement behavior (non-problematic technology usage). The case of social networking site usage (SNS, e.g. Facebook, Instagram or Twitter) is taken as the case out of the reason of prevalent user population.
Design/methodology/approach
It is revealed that people tend to use SNS not only for building a relationship, but also for communicating. In other words, there are inner needs of adopting the SNS technology. However, no clear definitions can be followed for determining the problematic SNS usage, addictive behavior and the high-engagement behavior. Therefore, this study adopts the notion of uses and gratification theory (U&G theory) for investigating the SNS usage behavior. Also, the social anxiety is also first introduced to integrate into the research for an empirical study.
Findings
Results reveal that gratification sought and relationship maintenance are associated with the addictive behavior, whereas the relationship maintenance is significantly related to high-engagement behavior.
Research limitations/implications
First, the selected data represents a sample of SNW users in the Asian Pacific region and mainly from the group of young college users. Therefore, caution must be taken when generalizing the findings to other SNW users or groups. Second, the time aspect related to social media dependence may need to be considered in future studies. Third, the authors found marginal support for the influence of intentions of high engagement¸ and future studies may consider applying other theories that could better explain these types of behavior.
Practical implications
The results of this study provide strong evidence that inner anxiety perceived by users should not be neglected while tackling the problematic internet use due to SNW addiction because it can strengthen the force for depending on SNW for seeking social support. Apart from the value of perceived enjoyment as asserted in previous studies, this study opens up a new opportunity to tackle SNW dependence.
Social implications
The key implication of this research is that the impact of the mental health of users on SNW problematic should not be overlooked . The higher the level of anxiety perceived, the more likely is the SNW dependence. Therefore, the online behavior depending on psychological health should be addressed because it may be a critical point for assisting users to adopt SNW wisely.
Originality/value
This study confirms that social anxiety people experience in real (offline) life has impacts on online behavior of SNS usage (online). It suggests that the difference between users as the perceived level of social anxiety can trigger different levels of SNS usage. Second, U&G theory is proven valid in understanding SNS addiction. Third, relationship maintenance through the use of SNS reveals its dissimilar effects on SNS addiction and high engagement.
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Blasi MD, Giardina A, Giordano C, Coco GL, Tosto C, Billieux J, Schimmenti A. Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers. J Behav Addict 2019; 8:25-34. [PMID: 30739460 PMCID: PMC7044601 DOI: 10.1556/2006.8.2019.02] [Citation(s) in RCA: 114] [Impact Index Per Article: 22.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/02/2018] [Revised: 11/20/2018] [Accepted: 12/23/2018] [Indexed: 12/22/2022] Open
Abstract
BACKGROUND A positive relationship between problematic gaming and escapism motivation to play video games has been well established, suggesting that problematic gaming may result from attempts to deal with negative emotions. However, to date, no study has examined how emotion dysregulation affects both escapism motives and problematic gaming patterns. METHODS Difficulties in emotion regulation, escapism, and problematic involvement with video games were assessed in a sample of 390 World of Warcraft players. A structural equation modeling framework was used to test the hypothesis that escapism mediates the relationship between emotion dysregulation and problematic gaming. RESULTS Statistical analyses showed that difficulties in emotion regulation predicted both escapism motives and problematic gaming, and that escapism partially mediated this relationship. CONCLUSION Our findings support the view that problematic players are likely to escape in online games as a maladaptive coping strategy for dealing with adverse emotional experiences.
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Affiliation(s)
- Maria Di Blasi
- Department of Psychological and Educational Sciences, University of Palermo, Palermo, Italy
| | - Alessandro Giardina
- Department of Psychological and Educational Sciences, University of Palermo, Palermo, Italy
| | - Cecilia Giordano
- Department of Psychological and Educational Sciences, University of Palermo, Palermo, Italy
| | - Gianluca Lo Coco
- Department of Psychological and Educational Sciences, University of Palermo, Palermo, Italy
| | - Crispino Tosto
- Istituto per le Tecnologie Didattiche, Consiglio Nazionale delle Ricerche, Palermo, Italy
| | - Joel Billieux
- Addictive and Compulsive Behaviours Laboratory, Institute for Health and Behaviours, University of Luxembourg, Esch-sur-Alzette, Luxembourg
| | - Adriano Schimmenti
- Faculty of Human and Social Sciences, UKE – Kore University of Enna, Enna, Italy
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Escaping reality through videogames is linked to an implicit preference for virtual over real-life stimuli. J Affect Disord 2019; 245:1024-1031. [PMID: 30699844 DOI: 10.1016/j.jad.2018.11.078] [Citation(s) in RCA: 34] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/17/2018] [Revised: 11/04/2018] [Accepted: 11/11/2018] [Indexed: 11/24/2022]
Abstract
BACKGROUND From the theory of compensatory Internet use, escapism through videogames may constitute a coping strategy that is sometimes helpful but, in some cases, maladaptive. To date, however, evidence supporting this view has been gathered only through the use of explicit self-reported questionnaires, which are known to be biased. Accordingly, the aim of the current study was to test whether the escapism motive is related to a preference for the virtual environment. METHOD A laboratory task that allowed the measurement of implicit attitudes, namely, the Affect Misattribution Procedure, was created with stimuli from real world and videogames. The task was administered online with a series of questionnaire and completed by 273 online gamers from the community. RESULTS Participants had more positive attitudes toward pictures depicting virtual environments than toward those depicting real environments. Furthermore, participants who frequently used videogames to escape real life and were highly engaged in video gaming had a more pronounced positive implicit attitude toward virtual environments. DISCUSSION This study contributes to a better understanding of the psychological processes underlying escapism in videogames and calls for a refinement of the escapism construct, which can be related to both problematic (i.e., potential coping strategy) and nonproblematic patterns of videogame use. Among the limitations, it should be noted that the selection of stimuli related to videogames is restricted to one genre of game, and that the participants' environment could not be controlled due to the online design.
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Guglielmucci F, Monti M, Franzoi IG, Santoro G, Granieri A, Billieux J, Schimmenti A. Dissociation in Problematic Gaming: a Systematic Review. CURRENT ADDICTION REPORTS 2019. [DOI: 10.1007/s40429-019-0237-z] [Citation(s) in RCA: 20] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
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Flayelle M, Canale N, Vögele C, Karila L, Maurage P, Billieux J. Assessing binge-watching behaviors: Development and validation of the “Watching TV Series Motives” and “Binge-watching Engagement and Symptoms” questionnaires. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2018.08.022] [Citation(s) in RCA: 58] [Impact Index Per Article: 11.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
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