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Kowalik BA, Delfabbro PH, King DL. Impaired control and gaming-related harm in relation to gaming Disorder. Addict Behav 2024; 151:107926. [PMID: 38103278 DOI: 10.1016/j.addbeh.2023.107926] [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: 09/05/2023] [Revised: 11/22/2023] [Accepted: 11/24/2023] [Indexed: 12/19/2023]
Abstract
The concept of impaired control (IC) over gaming is an important element of assessment and interventions for problem gaming and gaming-related harm. Past studies have reported that gaming disorder (GD) is associated with various negative consequences, but there is limited research on the relationship between IC over gaming and negative outcomes. To address this gap, the study investigated the relationship between impaired control and gaming-related harm among individuals with self-identified gaming disorder. It was hypothesized that IC would be positively associated with gaming-related harm and harm severity. In addition, it was predicted that IC would be a significant predictor of harm when controlling for age, gender, psychological distress, and gaming urges. The current study recruited 513 participants through an online survey platform. The Impaired Control Over Gaming Scale (ICOGS) was used to measure IC, and modified items from Browne et al.'s taxonomy of gambling harms were used to assess gaming harm severity. The logistic regression results showed that IC was positively related to all forms of harm, after controlling for other variables. The predictive value of IC was similar across financial, psychological, relationship, social and work/school domains. These results supported the importance of IC as a mechanism that contributes to the experience of gaming-related harm, and the need to target IC in interventions for GD.
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Affiliation(s)
| | | | - Daniel L King
- School of Psychology, The University of Adelaide, Australia; College of Education, Psychology & Social Work, Flinders University, Australia
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Richard J, King SM. Annual Research Review: Emergence of problem gambling from childhood to emerging adulthood: a systematic review. J Child Psychol Psychiatry 2023; 64:645-688. [PMID: 36347261 DOI: 10.1111/jcpp.13713] [Citation(s) in RCA: 4] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 09/02/2022] [Indexed: 11/11/2022]
Abstract
BACKGROUND The risk for problematic gambling and associated high-risk behaviors is elevated during adolescence and emerging adulthood. Activities with gambling-like features and novel forms of gambling may place youth at an increased risk for problem gambling. AIM AND METHOD The aim of this review is to provide an overview of the association between both activities with gambling-like features and novel gambling activities and problem gambling among youth while examining the role of psychopathology and cognitive processes. Six databases (PsychINFO, MEDLINE, PubMed, Social Work Abstracts, Technology Collection, and Scopus) were searched in November 2021 for peer-reviewed articles investigating the association between the aforementioned variables among youth up to the age of 25 years. Risk of bias was assessed using the Observational Study Quality Evaluation. FINDINGS Forty-five articles were included in the review. Positive associations were observed between engagement in activities with gambling-like features (e.g., video games, social casino games, loot boxes) and problem gambling. Increased involvement with novel forms of gambling (e.g., online sports betting, fantasy sports, and esports betting) were also associated with a greater risk for problematic gambling. Males reported higher rates of engagement in these activities and a greater risk of problem gambling than females. Impulsivity, risk taking, cognitive distortions, and specific emotional vulnerabilities were associated with an increased risk of problem gambling. CONCLUSIONS Despite the need for additional longitudinal research controlling for relevant confounders, these findings underline how engagement in activities with gambling-like features are relevant in the developmental trajectory toward problem gambling.
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Affiliation(s)
- Jérémie Richard
- Department of Educational and Counselling Psychology, International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, Quebec, Canada
| | - Serena M King
- Department of Psychology, Hamline University, St. Paul, Minnesota, USA
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Estévez A, Jauregui P, Momeñe J, Etxaburu N, Lopez-Gonzalez H. Hopelessness in gambling disorder: relationship with affect, alexithymia and gambling motives in young adults. INTERNATIONAL GAMBLING STUDIES 2022. [DOI: 10.1080/14459795.2022.2152468] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/23/2022]
Affiliation(s)
- Ana Estévez
- Psychology Department, University of Deusto, Bilbao, Spain
| | - Paula Jauregui
- Psychology Department, University of Deusto, Bilbao, Spain
| | - Janire Momeñe
- Psychology Department, University of Deusto, Bilbao, Spain
| | - Nerea Etxaburu
- Psychology Department, University of Deusto, Bilbao, Spain
| | - Hibai Lopez-Gonzalez
- Department of Library, Information, and Communication, University of Barcelona, Barcelona, Spain
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Slack JD, Delfabbro P, King DL. Toward a delineation of the differences between high engagement and problem gaming. Addict Behav Rep 2022; 16:100462. [PMID: 36247099 PMCID: PMC9554823 DOI: 10.1016/j.abrep.2022.100462] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/04/2022] [Revised: 08/12/2022] [Accepted: 10/04/2022] [Indexed: 11/07/2022] Open
Abstract
The boundary between highly engaged and problematic video gaming is often debated in the behavioral addictions field. The present study assessed whether quality of life, motivational and protective factors may differentiate high-frequency gamers (i.e., those who play 30 + hours per week) who did, and did not, meet the DSM-5 criteria for gaming disorder (GD). A total of 403 respondents completed an online survey including standard measures of GD, gaming motivation, quality of life (QOL), and protective factors for behavioral addiction (e.g., adequate sleep and healthy diet). Respondents with GD scored lower on all QOL measures and were more strongly motivated to use gaming to escape problems. Fewer protective factors were identified in GD cases, with an inability to balance gaming with sleep being the largest significant difference between the two groups. High-frequency gaming appears most likely to be problematic if it is used to escape real-world problems or prioritized over important everyday activities.
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Affiliation(s)
- Jake D. Slack
- School of Psychology, University of Adelaide, Australia
| | - Paul Delfabbro
- School of Psychology, University of Adelaide, Australia,Corresponding author at: School of Psychology, Level 5, Hughes Building, The University of Adelaide, Adelaide, SA 5005, Australia.
| | - Daniel L. King
- College of Education, Psychology and Social Work, Flinders University, Australia
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Delfabbro P, Delic A, King DL. Understanding the mechanics and consumer risks associated with play-to-earn (P2E) gaming. J Behav Addict 2022; 11:716-726. [PMID: 36083777 PMCID: PMC9872537 DOI: 10.1556/2006.2022.00066] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/05/2022] [Revised: 07/20/2022] [Accepted: 08/19/2022] [Indexed: 02/03/2023] Open
Abstract
BACKGROUND AND AIMS Play-to-earn (P2E) gaming is a newly emerging form of gaming increasingly based on blockchain technology. In this paper, we examine the mechanics and business model of these games and their potential benefits and risks for players. METHODS The paper draws upon and critically synthesises the developing published literature on predatory monetization in gaming as well as objective market data drawn from credible online sources. RESULTS P2E gaming blurs the boundaries between gaming and trading and may not yield many of the benefits promoted to consumers or otherwise conveyed through marketing and social media messaging. Particular risks include the deflationary nature of reward currencies and the asymmetric reward structures that heavily favour early investors and exploit late adopters. DISCUSSION AND CONCLUSIONS This paper highlights the need for greater consumer awareness of the mechanics and risks of these new gaming models. It will be important for business models to be more transparent and designed so as to encourage more equitable game outcomes, sustainable returns, a balance between intrinsic and extrinsic rewards, and protection for potentially vulnerable players.
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Affiliation(s)
- Paul Delfabbro
- School of Psychology, University of Adelaide, Australia,Corresponding author. E-mail:
| | - Amelia Delic
- School of Psychology, University of Adelaide, Australia
| | - Daniel L. King
- College of Education, Psychology and Social Work, Flinders University, Australia
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Delic AJ, Delfabbro PH. Profiling the Potential Risks and Benefits of Emerging “Play to Earn” Games: a Qualitative Analysis of Players’ Experiences with Axie Infinity. Int J Ment Health Addict 2022. [DOI: 10.1007/s11469-022-00894-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/27/2022] Open
Abstract
AbstractThe invention of blockchain technology, coupled with the growing interest in cryptocurrencies, has given rise to a new form of monetised gaming known as “Play to Earn” (PTE). “Axie Infinity” (AI) is currently the most popular PTE game, occupying a large portion of the online gaming market. In this paper, we profile the risks and benefits of PTE gaming, with a specific focus on AI. Qualitative data in the form of online chat threads was evaluated via a Thematic Analysis (TA) approach. The analysis revealed a number of themes including the dominance of extrinsically motivated gameplay in conjunction with negative appraisals of game quality, the benefits and costs of play, and the potential for PTE scholarship models to be associated with exploitation. The results did, however, indicate awareness of potential consumer risks. The findings have implications for informing consumer education, regulation, as well as areas of focus in future quantitative research.
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King DL, Achab S, Higuchi S, Bowden-Jones H, Müller KW, Billieux J, Starcevic V, Saunders JB, Tam P, Delfabbro PH. Gaming disorder and the COVID-19 pandemic: Treatment demand and service delivery challenges. J Behav Addict 2022; 11:243-248. [PMID: 35413005 PMCID: PMC9295227 DOI: 10.1556/2006.2022.00011] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/14/2021] [Revised: 02/18/2022] [Accepted: 03/13/2022] [Indexed: 02/02/2023] Open
Abstract
Gaming activities have conferred numerous benefits during the COVID-19 pandemic. However, some individuals may be at greater risk of problem gaming due to disruption to adaptive routines, increased anxiety and/or depression, and social isolation. This paper presents a summary of 2019-2021 service data from specialist addiction centers in Germany, Switzerland, Japan, and the United Kingdom. Treatment demand for gaming disorder has exceeded service capacity during the pandemic, with significant service access issues. These data highlight the need for adaptability of gaming disorder services and greater resources and funding to respond effectively in future public health crises.
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Affiliation(s)
- Daniel L. King
- College of Education, Psychology and Social Work, Flinders University, Australia
| | - Sophia Achab
- Outpatient Centre for Behavioral Addictions ReConnecte, Addiction Division, Department of Psychiatry, University Hospitals of Geneva, Switzerland
- Clinical and Sociological Research Unit, Department of Psychiatry, Faculty of Medicine, University of Geneva, Switzerland
| | - Susumu Higuchi
- National Hospital Organization Kurihama Medical and Addiction Center, Yokosuka, Japan
| | - Henrietta Bowden-Jones
- National Centre for Gaming Disorders, United Kingdom
- Faculty of Brain Sciences, University College London, United Kingdom
- Department of Psychiatry, Cambridge University, United Kingdom
| | - Kai W. Müller
- Outpatient Clinic for Behavioral Addictions, Department of Psychosomatic Medicine and Psychotherapy at the University Medical Center, Mainz, Germany
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland
- Centre for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals (CHUV), Lausanne, Switzerland
| | - Vladan Starcevic
- University of Sydney, Faculty of Medicine and Health, Sydney Medical School, Nepean Clinical School, Sydney, Australia
| | - John B. Saunders
- National Centre for Youth Substance Use Research, The University of Queensland, Brisbane, Australia
| | - Philip Tam
- The Psych Matters Clinic, Concord, Sydney, Australia
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Erevik EK, Landrø H, Mattson ÅL, Kristensen JH, Kaur P, Pallesen S. Problem Gaming and Suicidality: A Systematic Literature Review. Addict Behav Rep 2022; 15:100419. [PMID: 35340768 PMCID: PMC8943245 DOI: 10.1016/j.abrep.2022.100419] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/16/2022] [Revised: 02/27/2022] [Accepted: 03/08/2022] [Indexed: 11/24/2022] Open
Abstract
This is the first review on the association between problem gaming and suicidality. 12 studies were identified, all of which found a positive association. Future studies should investigate the causality and mechanisms in the relationship.
Background No studies have so far synthesised the current evidence concerning a possible relationship between problem gaming and suicidality. We therefore conducted a systematic review of the literature. Our objective was to investigate the relationship between problem gaming and suicidality. The review was funded by the Norwegian Competence Center for Gambling and Gaming Research. Methods The review was pre-registered in PROSPERO International prospective register of systematic reviews (CRD42021279774). Searches were conducted in Web of Science, PsycINFO, EMBASE, PubMed and Google Scholar, September 2021. Studies that reported data on the relationship between problem gaming and suicidality, published between 2000 and 2021, and written in any European language were included. Studies investigating internet addiction/problematic internet use and not problem gaming, specifically, and studies investigating mental health in general or mental health outcomes other than suicidality, were excluded. Data from the included studies were extracted independently by two coders who also evaluated for risk of bias using the Newcastle-Ottawa Quality Assessment Scale. The results from each included study were presented in a table. Results A total of 12 cross-sectional studies, with in total 88,732 participants, were included in the review. In total 10 studies investigated the association between problem gaming and suicidal ideation. One of these also investigated the association between problem gaming and suicide attempts. Two studies combined suicidal ideation and suicide attempts into one variable and investigated the association between that variable and problem gaming. In total 11 of the 12 included studies found positive, crude associations between problem gaming and suicidal ideation/attempts. Five studies adjusted for possible confounding variables. Three of these still found significant associations between problem gaming and suicidal ideation, one found a positive but not statistically significant association, and the fifth found an inverse, non-significant association. Discussion The current findings indicate that there is an association between problem gaming and suicidal ideation, and likely between problem gaming and suicide attempts. The most important limitation of the included studies is the lack of longitudinal designs. Future studies should aim to investigate the causality and mechanisms in the relationships using more stringent designs.
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