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Arslan S, Atan RM, Sahin N, Ergul Y. Evaluation of night eating syndrome and food addiction in esports players. Eur J Nutr 2024; 63:1695-1704. [PMID: 38520524 PMCID: PMC11329384 DOI: 10.1007/s00394-024-03368-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/24/2023] [Accepted: 03/04/2024] [Indexed: 03/25/2024]
Abstract
PURPOSE Esports players' training takes long periods and they sit for a long time during competitions, which increases their risk of obesity and urges them to develop inappropriate eating behaviors. In this study, we aimed to investigate the night-eating syndrome and food addiction in esports players. METHODS This cross-sectional study was conducted with 248 esports players who were members of a university's esports community. The study data were collected using an online questionnaire consisting of the descriptive information form, Night Eating Questionnaire, and Yale Food Addiction Scale. RESULTS The mean age of the sports players participating in the study was 22.19 ± 5.97 years. Of them, 55.6% had a normal body weight, 13.4% were obese, 54.4% played esports for 3 years or more, 13.3% experienced night eating syndrome, and 21.4% experienced food addiction. While the weekly duration of playing esports and skipping meals were associated with night eating syndrome, the weekly duration of playing esports and smoking were associated with food addiction (p < 0.05). Additionally, although there was no statistically significant difference, the risk of food addiction was 2.12 times higher in those with poor perceived sleep quality. CONCLUSION We observed that night eating syndrome was very common in esports players and that these individuals were at risk in terms of food addiction. Since esports has a more sedentary structure than traditional sports, we suggest that esports players should be evaluated in terms of their unhealthy eating behaviors and risk of eating disorders.
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Affiliation(s)
- Sedat Arslan
- Department of Nutrition and Dietetics, Bandirma Onyedi Eylul University, Balikesir, 10200, Turkey.
| | - Ramazan Mert Atan
- Department of Nutrition and Dietetics, Bandirma Onyedi Eylul University, Balikesir, 10200, Turkey
| | - Nursel Sahin
- Department of Nutrition and Dietetics, Bandirma Onyedi Eylul University, Balikesir, 10200, Turkey
| | - Yasemin Ergul
- Department of Nutrition and Dietetics, Bandirma Onyedi Eylul University, Balikesir, 10200, Turkey
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2
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Lee SL, Tam CL. Confounding analysis with gaming aspects in predicting psychological distress of esports players. Psych J 2024; 13:541-551. [PMID: 38298166 DOI: 10.1002/pchj.728] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/23/2023] [Accepted: 12/06/2023] [Indexed: 02/02/2024]
Abstract
This research aimed to explore the interplay between the central and peripheral aspects of gaming and their correlation with internet gaming disorder (IGD) in predicting indicators of psychological distress. The study proposed that the core and peripheral characteristics of gaming serve as confounding variables affecting the direct relationship between IGD and psychological distress. Employing a longitudinal design spanning two distinct timeframes, the research involved 100 esports players from Malaysia, all of whom had participated in at least one official tournament. The outcomes revealed that both the core and peripheral attributes of gaming significantly predicted stress, anxiety, and depression. However, IGD exhibited a significant predictive association only with stress. Notably, the study also detected the confounding effects of core and peripheral characteristics in the direct link between IGD and stress. These results imply that core and peripheral gaming traits should be interpreted as individual differences that amplify susceptibility to IGD and its associated psychological distress indicators. Moreover, the findings suggested that IGD might not be a prominent concern for esports players, potentially due to their training in performance management as athletes. The paper explores further implications stemming from these findings.
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Affiliation(s)
- Soon Li Lee
- Department of Psychology, Jeffrey Cheah School of Medicine and Health Sciences, Monash University Malaysia, Subang Jaya, Malaysia
| | - Cai Lian Tam
- Department of Psychology, Jeffrey Cheah School of Medicine and Health Sciences, Monash University Malaysia, Subang Jaya, Malaysia
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3
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Akbari M, Mohammadaliha N, Mohammadkhani S, Seydavi M, Griffiths MD. Cognitive, Metacognitive, Motivational, and Emotional Predictors of the Intensity of Internet Gaming Disorder among Adolescents. Psychiatr Q 2024:10.1007/s11126-024-10075-w. [PMID: 38954306 DOI: 10.1007/s11126-024-10075-w] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 06/02/2024] [Indexed: 07/04/2024]
Abstract
Internet gaming disorder (IGD) is multifaceted and can have significant negative consequences. The present study examined the contribution of cognitive, metacognitive, motivational, and emotional factors as predictors for IGD severity. In a cross-sectional study, 703 Iranian adolescents (36.8% females, mean age = 16.98 years [SD = 1.23]) completed an online survey. Hierarchical regression analysis showed that the cognitive, metacognitive, motivational, and emotional factors predicted 7.8%, 17.4%, 1.4%, and 1.9% of the variance in IGD symptoms, respectively. The findings indicated that the cognitive factors including some maladaptive cognitions, such as cognitive salience, regret, and perfectionism, and metacognitive factors including some maladaptive metacognitions (negative metacognitions regarding the uncontrollability of online gaming and negative metacognitions regarding the dangers of online gaming) were significant predictors of IGD severity, highlighting their importance in understanding and predicting problematic gaming behaviors. Although contributing to the variance in IGD, motivational factors (escape, coping, and skill development) and emotional factors including emotion regulation (especially reappraisal) played relatively smaller roles compared to cognitive and metacognitive factors. Of the examined predictive factors, metacognitions were the most important predictor of IGD severity. Exploratory moderator analyses showed significant interactions between three predictors of IGD (reappraisal, negative metacognitions, and cognitive salience) with loneliness, stress, anxiety, and depressive symptoms. Reappraisal was the most frequent predictor and had a significant interaction with these variables. Other predictors independently impacted IGD irrespective of the level of loneliness, stress, anxiety, or depressive symptoms. Based on these findings, special attention to metacognitive, cognitive, emotional, and motivational factors is suggested in the treatment of IGD.
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Affiliation(s)
- Mehdi Akbari
- Department of Clinical Psychology, Faculty of Psychology and Education,, Kharazmi University, No.43. South Mofatteh Ave., Tehran, Iran.
| | - Nima Mohammadaliha
- Department of Clinical Psychology, Faculty of Psychology and Education,, Kharazmi University, No.43. South Mofatteh Ave., Tehran, Iran
| | - Shahram Mohammadkhani
- Department of Clinical Psychology, Faculty of Psychology and Education,, Kharazmi University, No.43. South Mofatteh Ave., Tehran, Iran
| | - Mohammad Seydavi
- Department of Clinical Psychology, Faculty of Psychology and Education,, Kharazmi University, No.43. South Mofatteh Ave., Tehran, Iran
| | - Mark D Griffiths
- Psychology Department, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
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Pontes HM, Rumpf HJ, Selak Š, Montag C. Investigating the interplay between gaming disorder and functional impairments in professional esports gaming. Sci Rep 2024; 14:6557. [PMID: 38503756 PMCID: PMC10951285 DOI: 10.1038/s41598-024-56358-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/21/2023] [Accepted: 03/05/2024] [Indexed: 03/21/2024] Open
Abstract
The relationship between Gaming Disorder (GD) and the experience of functional impairments has received considerable theoretical attention in the recent past and current diagnostic approaches underscore the centrality of functional impairments as a requirement for GD diagnosis. However, there is limited empirical evidence illuminating the interplay between GD and functional impairments, particularly among specific vulnerable groups. The present study seeks to bridge this gap by investigating an English-speaking sample (N = 5198) comprising an age- and gender-matched group of Professional Gamers (PG, n = 2599) and Non-Professional Gamers (NPG, n = 2599) sub-sampled from a larger sample of 192,260 individuals. The results revealed that PG were at a greater risk for GD compared to NPG as the prevalence rate of GD among PG (3.31%) was significantly higher and almost doubled that of NPG (1.73%), with PG further exhibiting higher overall GD symptom-load and weekly time spent gaming compared to NPG. Furthermore, PG reported experiencing significantly higher frequency of gaming-related functional impairments compared to NPG, with the in particular affected areas for both PG and NPG being 'school and/or work', 'physical health', and 'family', with other key differences emerging in relation to other outcomes. Overall, the present findings show that not only GD symptom-load but also some functional impairment is higher in PG compared to NPG which highlights the need to develop and support prevention and intervention strategies for this at-risk population.
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Affiliation(s)
- Halley M Pontes
- School of Psychological Sciences, Birkbeck, University of London, London, UK
| | - Hans-Jürgen Rumpf
- Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
| | - Špela Selak
- National Institute of Public Health, Ljubljana, Slovenia
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Helmholtzstr. 8/1, 89081, Ulm, Germany.
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5
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Strojny P, Żuber M, Strojny A. The interplay between mental health and dosage for gaming disorder risk: a brief report. Sci Rep 2024; 14:1257. [PMID: 38218991 PMCID: PMC10787743 DOI: 10.1038/s41598-024-51568-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/01/2023] [Accepted: 01/06/2024] [Indexed: 01/15/2024] Open
Abstract
The relationship between gaming time and gaming disorder can be moderated by other variables. This study aimed to test the moderating role of mental health. Participants (N = 461) were recruited online. Gaming time was a statistically significant predictor of gaming disorder risk, with an explained variance of 3.3%. The goodness of fit of the model that took into account both moderators (anxiety and depression) improved to 13.9%. The interaction between gaming time and both moderators was significant. The results showed that depression and anxiety acted as moderators of the dosage effect, possibly by amplifying the gratification of playing games and thus contributing to the development of gaming disorder. It may be important in practise, as it seems to place the mental health at the right place, namely among risk factors that can contribute to gaming disorder in combination with a key trigger, which is gaming.
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Affiliation(s)
- Paweł Strojny
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Ul. Stanisława Łojasiewicza 4, 30-348, Kraków, Poland.
| | - Magdalena Żuber
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Ul. Stanisława Łojasiewicza 4, 30-348, Kraków, Poland
| | - Agnieszka Strojny
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Ul. Stanisława Łojasiewicza 4, 30-348, Kraków, Poland
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6
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Close J, Spicer SG, Nicklin LL, Uther M, Whalley B, Fullwood C, Parke J, Lloyd J, Lloyd H. Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses. ROYAL SOCIETY OPEN SCIENCE 2023; 10:231045. [PMID: 38126068 PMCID: PMC10731324 DOI: 10.1098/rsos.231045] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 07/20/2023] [Accepted: 11/27/2023] [Indexed: 12/23/2023]
Abstract
Loot boxes are purchasable randomized rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling and problem video gaming, perhaps driven by a range of overlapping psychological processes (e.g. impulsivity, gambling-related cognitions, etc.) It has also been argued that loot box engagement may have negative influences on player financial and psychological wellbeing. We conducted a pre-registered survey of 1495 loot box purchasing gamers (LB cohort) and 1223 gamers who purchase other, non-randomized game content (nLB cohort). Our survey confirms 15 of our 23 pre-registered hypotheses against our primary outcome (risky loot box engagement), establishing associations with problem gambling, problem gaming, impulsivity, gambling cognitions, experiences of game-related 'flow' and specific 'distraction and compulsion' motivations for purchase. Results with hypotheses concerning potential harms established that risky loot box engagement was negatively correlated with wellbeing and positively correlated with distress. Overall, results indicate that any risks from loot boxes are liable to disproportionately affect various 'at risk' cohorts (e.g. those experiencing problem gambling or video gaming), thereby reiterating calls for policy action on loot boxes.
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Affiliation(s)
- James Close
- Peninsula Medical School, Faculty of Health, University of Plymouth, Plymouth PL4 8AA, UK
- School of Psychology, University of Plymouth, Plymouth PL4 8AA, UK
| | - Stuart Gordon Spicer
- Community and Primary Care Research Group (CPCRG), ITTC Building, Davy Road, Plymouth Science Park, Derriford, Plymouth PL6 8BX, UK
| | - Laura Louise Nicklin
- School of Education, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WS1 3BD, UK
| | - Maria Uther
- Enterprise and Innovation, Faculty of Health, Education and Life Sciences, Birmingham City University, Seacole Building, Edgbaston Campus, Birmingham, UK
| | - Ben Whalley
- School of Psychology, University of Plymouth, Plymouth PL4 8AA, UK
| | - Chris Fullwood
- School of Natural, Sport and Social Sciences, University of Gloucestershire, Cheltenham, UK
| | | | - Joanne Lloyd
- Cyberpsychology Research Group, Department of Psychology, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WV1 1LY, UK
| | - Helen Lloyd
- School of Psychology, University of Plymouth, Plymouth PL4 8AA, UK
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7
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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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8
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Marques LM, Uchida PM, Aguiar FO, Kadri G, Santos RIM, Barbosa SP. Escaping through virtual gaming-what is the association with emotional, social, and mental health? A systematic review. Front Psychiatry 2023; 14:1257685. [PMID: 38025467 PMCID: PMC10663235 DOI: 10.3389/fpsyt.2023.1257685] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/12/2023] [Accepted: 10/17/2023] [Indexed: 12/01/2023] Open
Abstract
Background The realm of virtual games, video games, and e-sports has witnessed remarkable and substantial growth, captivating a diverse and global audience. However, some studies indicate that this surge is often linked to a desire to escape from real life, a phenomenon known as escapism. Much like substance abuse, escapism has been identified as a significant motivator, leading to adverse outcomes, including addiction. Therefore, it is crucial to comprehend the existing research on the connection between escapism and engagement in virtual gaming. This understanding can shed light on the reasons behind such practices and their potential impact on mental and public health. Purpose The objective of this systematic review is investigate the findings pertaining to association between escapism and the practice of virtual games, such as video-games and e-sport. Methods PUBMED and SCOPUS database were systematically searched. Six independent researchers screened articles for relevance. We extracted data regarding escapism-related measures, emotional/mental health-related measures and demographic information relevant to the review purpose. Results The search yielded 357 articles, 36 were included. Results showed that: (i) Escapist motivation (EM) is one of the main motives for playing virtual games; (ii) EM is related to negative clinical traits; (iii) EM predicts negative psychological/emotional/mental health outcomes; (iv) EM is associated with impaired/negative perception of the real-world life; (v) EM predicts non-adaptive real social life; and (vi) EM is associated with dysfunctional gaming practices in some cases. However, EM can have beneficial effects, fostering confidence, determination, a sense of belonging in virtual communities, and representation through avatars. Furthermore, the reviewed findings suggest that EM was positively linked to mitigating loneliness in anxious individuals and promoting social activities that preserved mental health among typical individuals during the pandemic. Conclusion Our review reinforces the evidence linking EM in the context of virtual games to poor mental health and non-adaptive social behavior. The ensuing discussion explores the intricate connection between escapism and mental health, alongside examining the broad implications of virtual gaming practices on underlying motivations for escapism in the realms of social cognition, health promotion, and public health.
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Affiliation(s)
- Lucas M. Marques
- Faculdade de Medicina, Instituto de Medicina Fisica e Reabilitacao, Hospital das Clinicas HCFMUSP, Universidade de São Paulo, São Paulo, São Paulo, Brazil
| | - Pedro M. Uchida
- Pontifícia Universidade Católica de Campinas, Campinas, São Paulo, Brazil
| | - Felipe O. Aguiar
- Department of Psychiatry, Santa Casa of São Paulo Medical Science School, São Paulo, São Paulo, Brazil
| | - Gabriel Kadri
- Department of Psychiatry, Santa Casa of São Paulo Medical Science School, São Paulo, São Paulo, Brazil
| | - Raphael I. M. Santos
- Department of Psychiatry, Santa Casa of São Paulo Medical Science School, São Paulo, São Paulo, Brazil
| | - Sara P. Barbosa
- Faculdade de Medicina, Instituto de Medicina Fisica e Reabilitacao, Hospital das Clinicas HCFMUSP, Universidade de São Paulo, São Paulo, São Paulo, Brazil
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9
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Chen S, Zhu S. Unravelling the intricacies between gaming motivations and internet gaming disorder symptoms in adolescents: a network analysis of 2-year healthy and deteriorating transition profiles. Child Adolesc Psychiatry Ment Health 2023; 17:122. [PMID: 37865769 PMCID: PMC10590022 DOI: 10.1186/s13034-023-00671-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/07/2023] [Accepted: 10/10/2023] [Indexed: 10/23/2023] Open
Abstract
BACKGROUND The increasing prevalence of internet gaming disorder (IGD) among adolescents has become a global concern, while gaming plays a large role in many adolescents' lives. While prior research emphasised the significance of investigating IGD through an etiological lens, the interconnections between diverse gaming motivations and IGD symptoms in adolescents remain inadequately understood. This study explored the associations between distinct gaming motivations and IGD symptoms by conducting network analysis in adolescents. METHODS Data from a two-year longitudinal school-based survey (N = 2148) was utilized. LPA was used to offer a straightforward and interpretable solution for identifying adolescents with two-year healthy and deteriorating transitions of IGD profiles. Subsequently, we conducted a network analysis to explore and compare the associations between gaming motivations and IGD symptoms in adolescents with two-year healthy transition profiles and deteriorating transition profiles. RESULTS Three profiles were delineated: 'low IGD' (T1: n = 808, 37.62%; T2: n = 731; 34.03%), 'middle IGD' (T1: n = 1063, 49.49%; T2: n = 1103, 51.35%), and 'severe IGD' (T1: n = 277, 12.89%; T2: n = 314, 14.62%), classifying adolescents with healthy transitions and those with deteriorating transitions. Three gaming motivations (i.e., 'Daily entertainment', 'I am good at it', and 'Improvement of ability and mindset') were identified as protective motivations. Two others, 'Enjoy being in the gaming world' and 'Preoccupation', were identified as bridge nodes in adolescents with deteriorating transitions. Three core nodes (i.e., 'Sense of victory', 'Enjoy being in the gaming world', and 'Sense of achievement') were identified in both adolescents with healthy profile transitions and deteriorating transitions. CONCLUSION Findings suggest that not all gaming motivations contribute to the development of IGD in adolescents. Adolescents with deteriorating transitions showed specific gaming motivation and IGD symptom that is closely connected. Future interventions should consider corresponding gaming motivation when addressing IGD among adolescents.
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Affiliation(s)
- Shiyun Chen
- Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hung Hom, Kowloon, Hong Kong, Hong Kong SAR, China
| | - Shimin Zhu
- Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hung Hom, Kowloon, Hong Kong, Hong Kong SAR, China.
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10
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Physical and psychological factors related to PLAYER'S health and performance in esports: A scoping review. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2023.107698] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/10/2023]
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11
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Rowicka M. Generalised anxiety disorder, depressive symptoms and their subjective change after the first wave of COVID-19 among gamers in Poland. Heliyon 2023; 9:e16894. [PMID: 37287608 PMCID: PMC10234366 DOI: 10.1016/j.heliyon.2023.e16894] [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: 09/20/2022] [Revised: 05/23/2023] [Accepted: 05/31/2023] [Indexed: 06/09/2023] Open
Abstract
Previous studies have indicated that levels of emotional distress were considerably elevated during the COVID-19 pandemic; however, some longitudinal studies did not confirm these findings. There is a very limited number of studies on specific subpopulations, such as video gamers in this particular period. Playing video games may have either a beneficial influence on mental health by diminishing stress or a detrimental impact in terms of increasing depression and anxiety. It is, therefore, important to establish whether regular gamers differ from the general population in terms of symptoms of depression and anxiety during COVID-19. A total of 1023 participants (aged 18-50) participated in the study. The sample was composed of gamers and was representative of the Polish population. Participants completed a modified version of GAD-7, PHQ-9 online, addressing subjective change in anxiety and depressive symptoms. 25% of the sample reported clinically significant anxiety levels, and 35% mentioned depression. There were no differences in anxiety and depression levels between the investigated sample of gamers and the general population. However, up to 30% of individuals reported an increase in subjective change in anxiety or depressive symptoms during COVID-19. A further 30% reported a downward subjective change in anxiety or depressive symptoms during COVID-19. The remaining 40% declared a lack of change in the subjective change in anxiety or depressive symptoms during COVID-19. Those who reported an increase scored substantially higher in anxiety and depression than other groups. This indicates that the COVID-19 pandemic may have impacted people's mental health along a syndemic-syndaimonic continuum. COVID-19 might have been harmful to those with already poorer mental health and beneficial to those with good mental health. It is also important to plan interventions targeting vulnerable individuals who report clinically significant levels of anxiety and depression - women and younger adults and those who subjectively perceive their emotional condition to deteriorate during the COVID-19 lockdown.
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Affiliation(s)
- Magdalena Rowicka
- Maria Grzegorzewska University, Institute of Psychology, Szczesliwicka 40, 02-353 Warsaw, Poland
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12
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Luo Y, Smith DM, Moosbrugger M, France TJ, Wang K, Cheng Y, Sha Y, Wang D, Si S. Dynamics and moderating factors of esport participation and loneliness: A daily diary study. PSYCHOLOGY OF SPORT AND EXERCISE 2023; 66:102384. [PMID: 37665849 DOI: 10.1016/j.psychsport.2023.102384] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/02/2022] [Revised: 12/20/2022] [Accepted: 01/06/2023] [Indexed: 09/06/2023]
Abstract
The purpose of this study was to examine the association between esport participation and loneliness, as well as its moderating factors. Chinese college students (N = 216) self-reported their esport playing time and degree of loneliness each day immediately before bedtime for four consecutive weeks. The findings revealed that as playing time increased, students did not experience reduced sense of loneliness during playing esport, but they experienced a temporary and intensified feeling of loneliness the same day following gameplay. Students with higher general loneliness tended to feel more after-game loneliness associated with increased esport participation. Students with higher obsessive passion about esport tended to experience more loneliness (both in-game and after-game) associated with increased esport participation. Students with greater coping motivation about esport tended to experience more in-game loneliness associated with previous increased esport participation. Students who played esport less often with friends in person, or with more escape motivation toward esport, tended to increase esport participation time more following previous increased after-game loneliness. The findings suggested that college students should avoid utilizing esport to achieve a sense of belonging and should be cautious of the loneliness-inducing effect after gameplay. A healthy level of loneliness can be maintained by playing esport more with friends in person, learning strategies to avoid obsessive passion, coping motivation, and escape motivation towards esport.
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Affiliation(s)
- Yan Luo
- Department of Physical Education and Health Education, Springfield College, Springfield, 01109, MA, USA; Department of Kinesiology and Community Health, University of Illinois at Urbana-Champaign, 61801, IL, USA.
| | - Daniel M Smith
- Department of Physical Education and Health Education, Springfield College, Springfield, 01109, MA, USA.
| | - Michelle Moosbrugger
- Department of Physical Education and Health Education, Springfield College, Springfield, 01109, MA, USA
| | - Thaddeus J France
- Department of Physical Education and Health Education, Springfield College, Springfield, 01109, MA, USA
| | - Ke Wang
- Physical Education Department of Northwestern Polytechnic University, Xi'an, 710072, Shaanxi, China
| | - Yafei Cheng
- Institute of Sports Science, Zhengzhou Normal University, Zhengzhou, 450044, Henan, China
| | - Yanru Sha
- Institute of Physical Education, Ningxia University, Yinchuan, 750021, Ningxia, China
| | - Dan Wang
- Institute of Physical Education, Ningxia University, Yinchuan, 750021, Ningxia, China
| | - Shumei Si
- Institute of Physical Education, Ningxia University, Yinchuan, 750021, Ningxia, China
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13
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Király O, Koncz P, Griffiths MD, Demetrovics Z. Gaming disorder: A summary of its characteristics and aetiology. Compr Psychiatry 2023; 122:152376. [PMID: 36764098 DOI: 10.1016/j.comppsych.2023.152376] [Citation(s) in RCA: 11] [Impact Index Per Article: 11.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/29/2022] [Revised: 01/30/2023] [Accepted: 01/31/2023] [Indexed: 02/04/2023] Open
Abstract
The emergence, development, and maintenance of gaming disorder (GD) is the result of an interplay between gaming-related factors, individual factors, and environmental factors. None of these alone are sufficient to cause a disordered state, but it is the interactive co-occurrence of all these factors, which in some cases leads to GD. The goal of the present paper is to discuss in detail these three factors based on relevant and recent findings of the literature. Among gaming-related factors, we discuss online vs. offline videogames, the role of game genres, structural characteristics, game design elements, as well as some important monetization techniques. Among individual factors demographic risk factors, personality traits, motivational factors, comorbid psychopathology, genetic predisposition, and neurobiological processes are considered. Finally, among environmental factors we discuss family factors, early life experiences, the role of peers and school-related factors, as well as the broader context of culture including the popularity of esports.
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Affiliation(s)
- Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.
| | - Patrik Koncz
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Centre of Excellence in Responsible Gaming at the University of Gibraltar, Gibraltar
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14
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Wischert-Zielke M, Barke A. Differences between recreational gamers and Internet Gaming Disorder candidates in a sample of Animal Crossing: New Horizons players. Sci Rep 2023; 13:5102. [PMID: 36991080 PMCID: PMC10050812 DOI: 10.1038/s41598-023-32113-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/30/2022] [Accepted: 03/22/2023] [Indexed: 03/31/2023] Open
Abstract
Throughout the last decade, research has considered players' gaming motives as risk and the perceived social support (PSS) as protective factors in the context of Internet Gaming Disorder (IGD). However, the literature is lacking diversity regarding the representation of female gamers as well as of casual and console-based games. The aim of this study was to assess IGD, gaming motives, and PSS comparing recreational gamers and IGD candidates in a sample of Animal Crossing: New Horizons players. A total of 2909 ACNH players (93.7% of them female gamers) took part in an online survey which collected demographic, gaming-related, motivational, and psychopathologic data. Using the cut-off of at least five positive answers to the IGDQ, potential IGD candidates were identified. ACNH players reported a high prevalence rate for IGD (10.3%). IGD candidates differed from recreational players regarding age, sex, and game-related, motivational, and psychopathological variables. A binary logistic regression model was computed to predict membership in the potential IGD group. Age, PSS, escapism and competition motives as well as psychopathology were significant predictors. To discuss IGD in the context of casual gaming, we consider demographic, motivational, and psychopathological player characteristics as well as game design and the COVID-19 pandemic. IGD research needs to broaden its focus concerning game types as well as gamer populations.
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Affiliation(s)
- Moritz Wischert-Zielke
- Department of Clinical Psychology and Department of American Studies, Catholic University of Eichstätt-Ingolstadt, Eichstätt, Germany.
| | - Antonia Barke
- Clinical Psychology and Psychological Interventions, Institute of Psychology, University Duisburg-Essen, Essen, Germany
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15
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Overviewing Gaming Motivation and Its Associated Psychological and Sociodemographic Variables: A PRISMA Systematic Review. HUMAN BEHAVIOR AND EMERGING TECHNOLOGIES 2023. [DOI: 10.1155/2023/5640258] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/17/2023]
Abstract
Nowadays, video games are part of our everyday life, and the number of players is increasing each day passing by. Thus, understanding what motivations drive people to play video games is becoming a very important topic for researchers. That is why this systematic review had the objective to summarize the existing literature about gaming motivation by including papers that used a validated tool to do so while excluding those that did address just the psychopathological aspect of gaming. The systematic review was carried out through the Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRSIMA). A total of 53 papers were included in this systematic review, and the findings revealed that nonaddicted players and addicted players seem both to play for social, achievement, and competition motivations. Male players appeared more oriented to play to compete with others, while female players seemed to use games for relationship and social reasons. Gaming motivation was stronger in younger people.
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16
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Are gaming skills set in stone? Exploring the associations between mindset, passion, and gaming disorder. PERSONALITY AND INDIVIDUAL DIFFERENCES 2023. [DOI: 10.1016/j.paid.2022.111996] [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: 11/19/2022]
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17
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Delello JA, McWhorter RR, Roberts PB, De Giuseppe T, Corona F. The Risks and Rewards of Collegiate Esports. INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS 2023. [DOI: 10.4018/ijgcms.317115] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/29/2023]
Abstract
As participation in electronic sports (esports) continues to expand globally, colleges and universities are considering how such competitive video gaming might impact recruitment, retention, and the overall student engagement experience. This mixed-methods study focuses on the perceptions of college students in both the United States and Italy regarding the esports phenomenon. A compilation of the research findings from two case studies compared and contrasted themes associated with the benefits and risks to college students participating in esports. The findings highlighted the notion that even during challenging times such as the COVID-19 pandemic, the college students in this study were still driven to invest their time in esports play. However, the risks such as those of addiction, health impairment, and social isolation may outweigh the perceived benefits to game play. Included are critical considerations and policy recommendations for campus esports programs as well as future directions in research.
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Abbasi AZ, Khan MK, Naeem F, Albashrawi M, Ting DH, Kumar S. Gamers’ subjective Well-Being: the role of Peripheral and Core elements of eSporst Videogame Addiction. CURRENT PSYCHOLOGY 2023. [DOI: 10.1007/s12144-022-04222-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/11/2023]
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19
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Strojny P, Strojny A, Rębilas K. Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research. PLoS One 2023; 18:e0282966. [PMID: 36897890 PMCID: PMC10004480 DOI: 10.1371/journal.pone.0282966] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/31/2022] [Accepted: 02/28/2023] [Indexed: 03/11/2023] Open
Abstract
Motivational Intensity Theory could serve as a useful framework in the process of analyzing and optimizing a user's involvement in computer games. However, it has not yet been used in this way. Its main advantage is that it makes clear predictions regarding the relations between difficulty level, motivation and commitment. The current study aimed to test whether the postulates of this theory may be useful in the process of game development. Forty-two participants took part in a fully controlled within-subjects experiment utilizing a commonly available game (Icy Tower) that has several levels of difficulty. Participants played on four increasing levels of difficulty and their task was to play as best they could, with the aim of reaching the hundredth platform. As a result, we demonstrated that involvement level increases as the difficulty level increases when a task is feasible, but it drops rapidly when a task is so difficult that it cannot be completed. This is the very first evidence that Motivational Intensity Theory may be useful in game research and design. The following study also supports concerns regarding the usefulness of self-report data in the game design process.
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Affiliation(s)
- Paweł Strojny
- Faculty of Management and Social Communication Institute of Applied Psychology, Jagiellonian University in Cracow, Kraków, Poland
- * E-mail:
| | - Agnieszka Strojny
- Faculty of Management and Social Communication Institute of Applied Psychology, Jagiellonian University in Cracow, Kraków, Poland
| | - Krzysztof Rębilas
- Doctoral School in the Social Sciences, Jagiellonian University in Cracow, Kraków, Poland
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20
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Costes JM, Bonnaire C. Spending Money in Free-to-Play Games: Sociodemographic Characteristics, Motives, Impulsivity and Internet Gaming Disorder Specificities. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:15709. [PMID: 36497782 PMCID: PMC9737990 DOI: 10.3390/ijerph192315709] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/04/2022] [Revised: 11/22/2022] [Accepted: 11/24/2022] [Indexed: 06/17/2023]
Abstract
Free-to-Play games (F2P) have spread widely all over the world in recent years. The current economic model for these games is based on microtransactions, where gamers can purchase additional items or services inside the game. The aim of the present study was (1) to describe the profiles and gaming patterns of F2P gamers, and (2) to compare F2P gamers who spend money and those who do not, in terms of sociodemographic characteristics, gaming experience, motivations, impulsivity, and risk of Internet gaming disorder (IGD), in a representative sample of 5062 French online gamers. Among the total sample, 68.6% were past-year F2P gamers. Among the F2P gamers, 26.1% had spent money in the game. Spending in the game was strongly associated with IGD (6.9% of F2P gamers were disordered gamers). Flow (gaming experience) and escape (motivation) were strongly associated with spending in the game and IGD. Negative urgency (impulsivity) was positively associated with spending in the game while positive urgency was positively associated with IGD. Given the strong association between spending in the game and IGD, these results highlight the importance of prevention and regulation in the field.
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Affiliation(s)
- Jean-Michel Costes
- Research Chair on Gambling, Concordia University, 2070 Mackay Street, 3rd Floor, Montreal, QC H3G 2J1, Canada
| | - Céline Bonnaire
- Laboratoire de Psychopathologie et Processus de Santé, Université Paris Cité, F-92100 Boulogne-Billancourt, France
- “Consultation Jeunes Consommateurs”, Centre Pierre Nicole, Croix-Rouge Française, F-75005 Paris, France
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21
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Jouhki H, Savolainen I, Sirola A, Oksanen A. Escapism and Excessive Online Behaviors: A Three-Wave Longitudinal Study in Finland during the COVID-19 Pandemic. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:12491. [PMID: 36231799 PMCID: PMC9565969 DOI: 10.3390/ijerph191912491] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/27/2022] [Revised: 09/26/2022] [Accepted: 09/27/2022] [Indexed: 06/16/2023]
Abstract
Excessive online behaviors refer to harmful or disproportionate use of digital network applications. Such behaviors are likely to be associated with escapist motives. Our aim was to analyze whether escapism predicts excessive gambling, excessive gaming, and excessive internet use over time. A longitudinal sample of Finnish residents aged 18-75 years (n = 1022, 51.27% male) was surveyed at three time points during the COVID-19 pandemic in 6-month intervals: April 2021 (Time 1), October-November 2021 (Time 2), and April-May 2022 (Time 3). Of the original Time 1 respondents, 66.80% took part in the surveys at both Time 2 and Time 3. All surveys included measures for excessive gambling (Problem Gambling Severity Index), excessive gaming (Internet Gaming Disorder Test), and excessive internet use (Compulsive Internet Use Scale). Three escapism-specific questions were used to construct a dedicated escapism variable. Socio-demographic variables, alcohol consumption, and psychological distress were used as controls. The study was conducted with multilevel regression analyses using hybrid models. Our research showed that escapism had strong within-person effects on excessive gambling, B = 0.18, p = 0.003; excessive gaming, B = 0.50, p < 0.001; and excessive internet use, B = 0.77, p < 0.001 over time. The between-person effect of escapism was demonstrated on excessive gaming B = 0.91, p < 0.001, and excessive internet use B = 0.61, p = 0.036. Adverse societal events and uncertain times can manifest in excessive online behaviors motivated by escapism, highlighting a need to focus prevention efforts on healthy coping methods.
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Affiliation(s)
- Hannu Jouhki
- Faculty of Social Sciences, Tampere University, 33014 Tampere, Finland
- A-Clinic Foundation, Ratamestarinkatu 7 A, 00520 Helsinki, Finland
| | - Iina Savolainen
- Faculty of Social Sciences, Tampere University, 33014 Tampere, Finland
| | - Anu Sirola
- Department of Social Sciences and Philosophy, University of Jyväskylä, 40014 Jyväskylä, Finland
| | - Atte Oksanen
- Faculty of Social Sciences, Tampere University, 33014 Tampere, Finland
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22
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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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23
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Maldonado-Murciano L, Guilera G, Montag C, Pontes HM. Disordered gaming in esports: Comparing professional and non-professional gamers. Addict Behav 2022; 132:107342. [PMID: 35584554 DOI: 10.1016/j.addbeh.2022.107342] [Citation(s) in RCA: 11] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/11/2021] [Revised: 04/11/2022] [Accepted: 04/24/2022] [Indexed: 12/18/2022]
Abstract
INTRODUCTION The American Psychiatric Association (APA) proposed 'Internet Gaming Disorder' (IGD) as a tentative disorder (APA framework) in 2013 and in 2019 the World Health Organization (WHO) has fully recognized 'Gaming Disorder' (GD) as a mental health disorder (WHO framework). These two frameworks have not yet been jointly investigated in the context of esports. The present study aims to investigate the feasibility of the APA and WHO frameworks for disordered gaming among professional and non-professional gamers and to ascertain the suitability of existing psychometric tools for use in esports. METHODS A sample of 5,734 gamers (Mage = 21.47 years, SD = 6.69 years; 6.94% female) recruited through an online survey prior to the COVID-19 pandemic that included an age and gender matched group of professional (n = 2,867) and non-professional gamers (n = 2,867) was investigated. Pairwise comparisons, measurement invariance (MI), and latent mean difference tests were conducted to distinguish the two groups of gamers. RESULTS Overall, professional gamers showed greater time spent gaming and prevalence of disordered gaming than non-professional gamers. Additionally, MI was supported and both disordered gaming levels and latent means were significantly higher among professional gamers when compared to non-professional gamers across both APA and WHO frameworks. CONCLUSIONS Esports is cross-sectionally associated with greater disordered gaming vulnerability through increased time spent gaming and disordered gaming prevalence rates. Furthermore, the APA and WHO frameworks are viable in the context of esports gaming with existing assessment tools being effective in the assessment of disordered gaming in esports. The results and implications are further discussed in light of the extant literature.
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Affiliation(s)
- Laura Maldonado-Murciano
- Faculty of Psychology, University of Barcelona, Passeig de la Vall d'Hebron, 171, 08035 Barcelona, Spain; Institute of Neurosciences, University of Barcelona, Passeig de la Vall d'Hebron, 171, 08035 Barcelona, Spain
| | - Georgina Guilera
- Faculty of Psychology, University of Barcelona, Passeig de la Vall d'Hebron, 171, 08035 Barcelona, Spain; Institute of Neurosciences, University of Barcelona, Passeig de la Vall d'Hebron, 171, 08035 Barcelona, Spain
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Helmholtzstraße 8/1, 89081 Ulm, Germany
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, Malet Street, Bloomsbury, WC1E 7HX London, United Kingdom.
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24
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Király O, Billieux J, King DL, Urbán R, Koncz P, Polgár E, Demetrovics Z. A comprehensive model to understand and assess the motivational background of video game use: The Gaming Motivation Inventory (GMI). J Behav Addict 2022; 11:796-819. [PMID: 35939353 PMCID: PMC9872527 DOI: 10.1556/2006.2022.00048] [Citation(s) in RCA: 8] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/14/2022] [Revised: 06/02/2022] [Accepted: 07/03/2022] [Indexed: 02/03/2023] Open
Abstract
BACKGROUND AND AIMS The popularity of video gaming has generated significant interest in research methods to examine motivations for gaming. Current measures of gaming motives are limited by lack of scope and/or their applicability to specific game genres only. We aimed to create a comprehensive motivation inventory applicable to any gaming genre and to evaluate its psychometric properties in a large sample of highly engaged video gamers. METHODS Stage 1 of this project involved a systematic review that generated the items for the Gaming Motivation Inventory (GMI). Stages 2-4 involved an evaluation of the psychometric properties of the GMI. A sample of 14,740 video gamers (89.3% male; mean age 24.1 years) were recruited via an online survey promoted by a popular gaming magazine. RESULTS In Stage 2, twenty-six gaming motives were identified, which clustered into six higher-order dimensions (Mastery, Immersion/Escapism, Competition, Stimulation, Social, Habit/Boredom). In Stage 3, construct validity of the six higher-order motives was assessed by associations with gaming-related, personality, and psychological variables. In Stage 4, the relationships between motives and depression symptoms and gaming disorder symptoms were explored. Although gaming motives had weak associations with gaming genres, they were moderately related to variables such as competitiveness, sociability, and positive and negative affect. Gaming disorder symptoms were directly predicted by depression symptoms and indirectly via Immersion/Escapism, Habit/Boredom, and Competition motives. DISCUSSION AND CONCLUSIONS These findings support the notion that motives are one of the primary causes of gaming behavior and play an important role in predicting its problematic nature. The GMI is a psychometrically valid tool that will be useful for gaining insights into factors underlying gaming behaviors.
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Affiliation(s)
- Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary,Corresponding author. E-mail:
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland,Centre for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals, Lausanne, Switzerland
| | - Daniel L. King
- College of Education, Psychology, & Social Work, Flinders University, Adelaide, Australia
| | - Róbert Urbán
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Patrik Koncz
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary,Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Eszter Polgár
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary,Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar
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25
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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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26
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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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Associations Between Esports Participation and Health: A Scoping Review. Sports Med 2022; 52:2039-2060. [PMID: 35486374 DOI: 10.1007/s40279-022-01684-1] [Citation(s) in RCA: 8] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 03/30/2022] [Indexed: 12/15/2022]
Abstract
Esports are a contemporary phenomenon, with millions of people involved. Still, scientific literature on the topic is scarce. Anecdotal reports, mostly based on what is known from videogames practice, have associated esports with unhealthy lifestyles and health-related problems. The present scoping review aimed to provide an overview of findings from studies regarding the health and well-being in adult esports players, while identifying the most studied topics in the field and those still lacking scientific research.The search was conducted in MEDLINE, Scopus, Web of Science, B-on, and ESCBO databases. Studies regarding health consequences of esports practice conducted with adult esports players were included. No exclusion criteria concerning age, sex, esports modality, or esports level were applied, but articles related to other forms of video gaming or gambling were excluded. The search was limited to peer-reviewed articles. Opinion and review articles were excluded.There were 1416 articles retrieved from which 33 met the inclusion criteria. Lifestyle habits, sleep, exercise and physical health (including musculoskeletal health), physiological demands, and mental health were the main topics of investigation. Several gaps in the literature were identified, namely studies on cardiovascular, respiratory, or metabolic health, or consuming-related risks. Also, the lack of homogeneous methodologies and definitions used in esports-related studies was identified.Esports practice has been associated with different health-related symptoms, but more studies using more robust methodologies and appropriate research design are needed. Topics such as cardiovascular health or the use of performance-enhancing drugs are lacking.
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T’ng ST, Ho KH, Pau K. Need Frustration, Gaming Motives, and Internet Gaming Disorder in Mobile Multiplayer Online Battle Arena (MOBA) Games: Through the Lens of Self-Determination Theory. Int J Ment Health Addict 2022; 21:1-21. [PMID: 35497075 PMCID: PMC9037055 DOI: 10.1007/s11469-022-00825-x] [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] [Accepted: 04/07/2022] [Indexed: 12/28/2022] Open
Abstract
Playing mobile MOBA games has become a popular leisure activity among Malaysian youth. However, MOBA games are highly addictive and have negative impacts on adult development. Inadequate local studies investigated the risk factors of excessive MOBA gameplay. The present study examined the (1) predictive role of need frustration on Internet gaming disorder (IGD) and (2) mediating effect of gaming motives. A total of 398 mobile MOBA gamers aged 18 to 29 participated in this cross-sectional online survey study. The findings showed that need frustration positively predicted IGD. Social, escape, competition, coping, and skill motives were significant mediators for the association between need frustration and IGD. However, fantasy and recreation motives were not significant mediators. MOBA players who were frustrated while fulfilling their basic needs may succumb to uncontrollable gaming behavior. Therefore, future prevention and intervention programs should cultivate positive mental strength for youth while meeting their basic needs.
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Affiliation(s)
- Soo Ting T’ng
- Department of Psychology and Counselling, Faculty of Arts and Social Science (FAS), Universiti Tunku Abdul Rahman (UTAR), Jalan Universiti, Bandar Barat, 31900 Kampar, Perak Malaysia
| | - Khee Hoong Ho
- Department of Psychology and Counselling, Faculty of Arts and Social Science (FAS), Universiti Tunku Abdul Rahman (UTAR), Jalan Universiti, Bandar Barat, 31900 Kampar, Perak Malaysia
| | - Kee Pau
- Department of Psychology and Counselling, Faculty of Human Development, Universiti Pendidikan Sultan Idris, 35900 Tanjung Malim, Perak Malaysia
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Pornpongtechavanich P, Wuttidittachotti P, Daengsi T. QoE modeling for audiovisual associated with MOBA game using subjective approach. MULTIMEDIA TOOLS AND APPLICATIONS 2022; 81:37763-37779. [PMID: 35493419 PMCID: PMC9028896 DOI: 10.1007/s11042-022-12807-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 09/14/2020] [Revised: 01/27/2022] [Accepted: 03/09/2022] [Indexed: 06/14/2023]
Abstract
With the advancement of multimedia communications and information technologies, online video games have become very popular recreational activities worldwide, while Multiplayer Online Battle Arena (MOBA) games have gained immense popularity from game players in recent times. Therefore, based on quality of experience, audiovisual quality evaluation models for MOBA games have been proposed in this study. The subjective data from 210 game players (both males and females) about audio quality during conversation, the video quality, the overall quality, and the weighted percentage of video and voice have been collected from small competition events of the Garena ROV (Arena of Valor) in Hua Hin, Thailand. The data from 160 game players have been used to create the models, while the data from 50 game players have been applied for model performance evaluation. After developing the models, Mean Absolute Percentage Error (MAPE) technique has been utilized for model evaluation. On completion of this study, it was found that two thirds of the proposed models provide better performance than the other previous works. All of them, called MOSAudiovisual-MOBA1 model, MOSAudiovisual-MOBA2 model and MOSAudiovisual-MOBA3 model, show excellent performances with MAPE values of 4.95%, 5.92% and 4.75% respectively. Therefore, excellent performance of these proposed models becomes one of the contributions of this study. Also, this evidence of excellent model performance makes the proposed models ideal for utilization for assessment of audiovisual quality of the MOBA games. All audiovisual quality evaluation models provide excellent efficiencies.
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Affiliation(s)
- Phisit Pornpongtechavanich
- Department of Information Technology, Faculty of Industry and Technology, Rajamangala University of Technology Rattanakosin (Wang Klai Kangwon Campus), Prachuap Khiri Khan, Thailand
| | - Pongpisit Wuttidittachotti
- Department of Data Communication and Networking, Faculty of Information Technology and Digital Innovation, King Mongkut’s University of Technology North Bangkok, Bangkok, Thailand
| | - Therdpong Daengsi
- Department of Sustainable Industrial Management Engineering, Faculty of Engineering, Rajamangala University of Technology Phra Nakhon, Bangkok, Thailand
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Tiphaine DR, Céline B. Impact de la pandémie liée au COVID-19 sur la pratique des jeux vidéo selon la personnalité et le type de passion dans une population adulte. PSYCHOLOGIE FRANCAISE 2022. [PMCID: PMC9046064 DOI: 10.1016/j.psfr.2022.04.002] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/04/2022]
Abstract
Introduction La pandémie liée au COVID-19 a modifié les habitudes quotidiennes de la population. Dans ce contexte, certaines activités ont été favorisées, parfois même encouragées, telles que l’usage des jeux vidéo (JV). Objectif L’objectif de cette étude était d’investiguer l’impact de la pandémie sur la pratique des JV en tenant compte du type de passion et de la personnalité. Méthode Une méthodologie mixte a été utilisée. En sus de la quantité de pratique des JV, le Big Five Inventory a permis d’évaluer la personnalité et l’Echelle de passion de distinguer le type de passion selon le modèle dualiste. Un entretien semi-directif permettait d’évaluer l’impact des confinements sur la pratique ludique et le ressenti du joueur durant cette période. Parmi les 137 joueurs de JV (âge moyen de 30,26 ans) ayant rempli les auto-questionnaires, 10 ont participé à l’entretien semi-directif. Résultats Quel que soit le type de passion, le temps de pratique des JV a augmenté durant les confinements (en fréquence et en temps). Une relation négative a été retrouvée entre l’Ouverture et le temps de pratique des JV la semaine avant et durant la pandémie, ainsi qu’avec la passion obsessive. Les données qualitatives ont montré que le JV est apparu comme une activité occupationnelle, source de plaisir, d’évasion par rapport émotions négatives liées à la crise sanitaire, et de soutien social. Conclusion L’usage des JV a été évoqué par les participants comme une stratégie efficace pour faire face aux difficultés engendrées par la pandémie de COVID-19.
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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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Ji Y, Yin MXC, Zhang AY, Wong DFK. Risk and protective factors of Internet gaming disorder among Chinese people: A meta-analysis. Aust N Z J Psychiatry 2022; 56:332-346. [PMID: 34250835 DOI: 10.1177/00048674211025703] [Citation(s) in RCA: 30] [Impact Index Per Article: 15.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
OBJECTIVES Effective prevention and intervention of Internet gaming disorder require the identification of risk and protective factors. This study aims to exhaustively review the risk and protective factors of Internet gaming disorder among Chinese people. METHOD We searched for articles published from database inception to February 2020 in MEDLINE, PsycINFO, Embase, PubMed, Web of Science and two Chinese databases, CNKI and Wanfang Data. Studies were included in the meta-analysis if they addressed Internet gaming disorder, sampled people in China, presented correlational factors of Internet gaming disorder and reported the effect sizes for correlations. Reviewers independently selected the studies, assessed their validity and extracted the data. Pooled Pearson's correlations were calculated using the random effects model. RESULT In the meta-analysis, 153 studies covering 115,975 subjects were included. We identified 56 risk factors and 28 protective factors. Most risk factors strongly correlated with Internet gaming disorder fell into the category of maladaptive cognitions and motivations. Other factors that showed high effect sizes fell into various categories, including psychopathological characteristics, personality traits, cognition emotion regulation style and gaming-related factors. The only protective factor strongly correlated with Internet gaming disorder was self-control. We found that the factors related to the 'environments' show modest effect sizes compared to those related to the individual. The pooled effect sizes for most factors were not influenced by outliers and publication bias. CONCLUSION Factors strongly correlated with Internet gaming disorder, especially maladaptive cognitions and motivations, are more likely to be proximal correlates of Internet gaming disorder and may be considered the focus of interventions. We encourage further empirical and experimental studies to examine the causal pathway and the treatment efficacy.
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Affiliation(s)
- Yinan Ji
- Department of Social Work and Social Administration, The University of Hong Kong, Hong Kong SAR, China
| | - Margaret Xi Can Yin
- Department of Social Work and Social Administration, The University of Hong Kong, Hong Kong SAR, China
| | - Anna Yan Zhang
- Department of Social Work and Social Administration, The University of Hong Kong, Hong Kong SAR, China
| | - Daniel Fu Keung Wong
- Department of Social Work and Social Administration, The University of Hong Kong, Hong Kong SAR, China
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Kósa G, Feher G, Horvath L, Zadori I, Nemeskeri Z, Kovacs M, Fejes É, Meszaros J, Banko Z, Tibold A. Prevalence and Risk Factors of Problematic Internet Use among Hungarian Adult Recreational Esports Players. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19063204. [PMID: 35328893 PMCID: PMC8949934 DOI: 10.3390/ijerph19063204] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 02/16/2022] [Revised: 03/03/2022] [Accepted: 03/07/2022] [Indexed: 02/04/2023]
Abstract
Background: Esports are highly prevalent in modern culture, particularly among young people, and are a healthy hobby for the majority of users. However, there is a possible link between video gaming (including esports) and problematic internet use (so-called internet addiction, IA), mostly involving adolescents. Methods: Here we present an online survey focusing on the prevalence and risk factors of internet addiction among adult esports players. Demographics included age, gender, family type, type of work, working years and daily internet use. Medical conditions associated with IA such as smoking, alcohol and drug intake, hypertension, diabetes, ischemic heart disease, musculoskeletal pain and history of depression were also recorded. Results: Overall, 2313 players including 176 females (7.6%) and 2137 males (92.4%) participated in our online survey. Age distribution was the following: 18−25 years 90.3% (2088/2313), 26−35 years 7.95% (184/2313), 36−45 years 0.86% (20/2313), 46−55 years 0.82% (19/2313), 56−62 years 0.04% (1/2313) and 62 years or older 0.04% (1/2313). Internet addiction was detected in 19.9% of players (461/2313) based on the Problematic Internet Use Questionnaire. In a multivariate analysis internet addiction was significantly associated with age between 18 and 25 (OR: 1.675, p = 0.002), being single (OR = 1.505, p = 0.014), internet use > 6 h daily (OR = 4.338, p < 0.001), having < 3 children (OR: 2.037, p = 0.023) and having secondary employment (OR = 1.789, p = 0.037). Regular alcohol intake (OR = 18.357, p < 0.001) and history of depression (OR= 5.361, p = 0.032) were also strongly correlated with IA. Conclusion: This is the first study from Hungary investigating the prevalence and risk factors of internet addiction among adult esports players. One out of five adult gamers suffered from IA. Our study also draws attention to increased risk within this group and risk factors such as younger age, family status and type of employment.
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Affiliation(s)
- Gábor Kósa
- Centre for Occupational Medicine, Medical School, University of Pécs, 7624 Pecs, Hungary; (G.K.); (L.H.); (M.K.); (J.M.); (A.T.)
| | - Gergely Feher
- Department of Primary Health Care, University of Pécs, 7623 Pecs, Hungary
- Correspondence:
| | - Lilla Horvath
- Centre for Occupational Medicine, Medical School, University of Pécs, 7624 Pecs, Hungary; (G.K.); (L.H.); (M.K.); (J.M.); (A.T.)
| | - Ivan Zadori
- Faculty of Cultural Sciences, Education and Regional Development, University of Pécs, 7633 Pecs, Hungary; (I.Z.); (Z.N.)
| | - Zsolt Nemeskeri
- Faculty of Cultural Sciences, Education and Regional Development, University of Pécs, 7633 Pecs, Hungary; (I.Z.); (Z.N.)
| | - Miklos Kovacs
- Centre for Occupational Medicine, Medical School, University of Pécs, 7624 Pecs, Hungary; (G.K.); (L.H.); (M.K.); (J.M.); (A.T.)
| | - Éva Fejes
- Hospital of Komló, 7300 Komlo, Hungary;
| | - Janos Meszaros
- Centre for Occupational Medicine, Medical School, University of Pécs, 7624 Pecs, Hungary; (G.K.); (L.H.); (M.K.); (J.M.); (A.T.)
| | - Zoltan Banko
- Department of Labour Law and Social Security Law, Faculty of Law, University of Pécs, 7622 Pecs, Hungary;
| | - Antal Tibold
- Centre for Occupational Medicine, Medical School, University of Pécs, 7624 Pecs, Hungary; (G.K.); (L.H.); (M.K.); (J.M.); (A.T.)
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Giakoni-Ramírez F, Merellano-Navarro E, Duclos-Bastías D. Professional Esports Players: Motivation and Physical Activity Levels. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:2256. [PMID: 35206445 PMCID: PMC8872150 DOI: 10.3390/ijerph19042256] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 01/08/2022] [Revised: 02/12/2022] [Accepted: 02/14/2022] [Indexed: 12/24/2022]
Abstract
The professionalisation of esports has increased in recent years, generating the need for further study. Its evolution and continuous development have led the consideration of esports as a profession, increasing the number of players, practice modalities, and hours of play dedicated to this field. The aim of this study was to analyse the relationship between physical activity levels and motivational orientations in an international sample of professional esports players. A cross-sectional and observational study was conducted in European and Latin American countries. The sample was non-probabilistic by convenience, and 260 male professional esports players were recruited. A survey was used that included demographic data, body composition, physical activity (International Physical Activity Questionnaire), and motivation (Sport Motivation Scale). The results show that 92.7% of professional esports players have moderate and high levels of physical activity and that players with low levels of physical activity have positive values in all dimensions of motivation. It is concluded that extrinsic and intrinsic motivation correlates inversely with energy expenditure.
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Affiliation(s)
- Frano Giakoni-Ramírez
- Grupo de Investigación EFISAL, Universidad Autónoma de Chile, Temuco 4810101, Chile;
| | | | - Daniel Duclos-Bastías
- Escuela de Educación Física, Pontificia Universidad Católica de Valparaíso, Valparaíso 2374631, Chile;
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Liao Z, Chen X, Huang S, Huang Q, Lin S, Li Y, Tang Y, Shen H. Exploring the associated characteristics of Internet gaming disorder from the perspective of various game genres. Front Psychiatry 2022; 13:1103816. [PMID: 36713922 PMCID: PMC9878381 DOI: 10.3389/fpsyt.2022.1103816] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/22/2022] [Accepted: 12/28/2022] [Indexed: 01/15/2023] Open
Abstract
INTRODUCTION Although previous studies have reported several characteristics associated with Internet gaming disorder (IGD), the influence of game genre on IGD has rarely been investigated. This study thus aimed to compare demographic characteristics, gaming patterns, personality traits, and gaming motivations among players in different game genres, as well as identify the associated characteristics of genre-specific IGD. METHODS Internet games were classified into four types: role-playing games (RPGs), strategy (STR) games, action shooter (ACS) games, and brain and skill (BRS) games. Chinese gamers (n = 5,593) who usually played one of these games completed an anonymous online survey that included sociodemographic characteristics, gaming patterns, gaming motivations, the Chinese version of the Video Gaming Dependency Scale (VGD-S), and the Chinese Big Five Personality Inventory Brief Version (CBF-PI-B). RESULTS Significant differences were found between the genre-specific groups regarding age, gender, relationship status, VGD-S score, gaming patterns, and personality traits (e.g., RPG and STR players were more vulnerable to developing IGD compared to ACS and BRS players). Multivariate logistic regression analyses showed that the associated characteristics of IGD were slightly different within each genre-specific group after controlling for sociodemographic factors. Among them, daily gaming time and motivation for sensation seeking and escaping reality were associated with IGD development within the genre-specific group. CONCLUSION Individuals in each game genre exhibited distinct characteristics that might predict IGD development (e.g., gaming patterns and personality traits). Game genre preferences should be considered in the early prevention and treatment of IGD to help high-risk individuals' recovery. Additionally, more research should be conducted to explore RPG and STR game characteristics.
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Affiliation(s)
- Zhenjiang Liao
- National Clinical Research Center for Mental Disorders, and Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China.,Institute of Mental Health of Central South University, Chinese National Technology Institute on Mental Disorders, Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, China
| | - Xinxin Chen
- National Clinical Research Center for Mental Disorders, and Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China.,Institute of Mental Health of Central South University, Chinese National Technology Institute on Mental Disorders, Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, China
| | - Shucai Huang
- Department of Psychiatry, The Fourth People's Hospital of Wuhu, Wuhu, Anhui, China
| | - Qiuping Huang
- School of Humanities and Management, Hunan University of Chinese Medicine, Changsha, Hunan, China
| | - Shuhong Lin
- National Clinical Research Center for Mental Disorders, and Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China.,Institute of Mental Health of Central South University, Chinese National Technology Institute on Mental Disorders, Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, China
| | - Yifan Li
- National Clinical Research Center for Mental Disorders, and Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China.,Institute of Mental Health of Central South University, Chinese National Technology Institute on Mental Disorders, Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, China
| | - Ying Tang
- National Clinical Research Center for Mental Disorders, and Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China.,Institute of Mental Health of Central South University, Chinese National Technology Institute on Mental Disorders, Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, China
| | - Hongxian Shen
- National Clinical Research Center for Mental Disorders, and Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China.,Institute of Mental Health of Central South University, Chinese National Technology Institute on Mental Disorders, Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, China
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Yoon S, Yang Y, Ro E, Ahn WY, Kim J, Shin SH, Chey J, Choi KH. Reliability, and Convergent and Discriminant Validity of Gaming Disorder Scales: A Meta-Analysis. Front Psychol 2021; 12:764209. [PMID: 34950088 PMCID: PMC8689178 DOI: 10.3389/fpsyg.2021.764209] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/25/2021] [Accepted: 11/10/2021] [Indexed: 12/29/2022] Open
Abstract
Background: An association between gaming disorder (GD) and the symptoms of common mental disorders is unraveled yet. In this preregistered study, we quantitatively synthesized reliability, convergent and discriminant validity of GD scales to examine association between GD and other constructs. Methods: Five representative GD instruments (GAS-7, AICA, IGDT-10, Lemmens IGD-9, and IGDS9-SF) were chosen based on recommendations by the previous systematic review study to conduct correlation meta-analyses and reliability generalization. A systematic literature search was conducted through Pubmed, Proquest, Embase, and Google Scholar to identify studies that reported information on either reliability or correlation with related variables. 2,124 studies were full-text assessed as of October 2020, and 184 were quantitatively synthesized. Conventional Hedges two-level meta-analytic method was utilized. Results: The result of reliability generalization reported a mean coefficient alpha of 0.86 (95% CI = 0.85-0.87) and a mean test-retest estimate of 0.86 (95% CI = 0.81-0.89). Estimated effect sizes of correlation between GD and the variables were as follows: 0.33 with depression (k = 45; number of effect sizes), 0.29 with anxiety (k = 37), 0.30 with aggression (k = 19), -0.22 with quality of life (k = 18), 0.29 with loneliness (k = 18), 0.56 with internet addiction (k = 20), and 0.40 with game playtime (k = 53), respectively. The result of moderator analyses, funnel and forest plots, and publication bias analyses were also presented. Discussion and Conclusion: All five GD instruments have good internal consistency and test-retest reliability. Relatively few studies reported the test-retest reliability. The result of correlation meta-analysis revealed that GD scores were only moderately associated with game playtime. Common psychological problems such as depression and anxiety were found to have a slightly smaller association with GD than the gaming behavior. GD scores were strongly correlated with internet addiction. Further studies should adopt a rigorous methodological procedure to unravel the bidirectional relationship between GD and other psychopathologies. Limitations: The current study did not include gray literature. The representativeness of the five tools included in the current study could be questioned. High heterogeneity is another limitation of the study. Systematic Review Registration: [https://www.crd.york.ac.uk/PROSPERO/], identifier [CRD42020219781].
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Affiliation(s)
- Seowon Yoon
- School of Psychology, Korea University, Seoul, South Korea
| | - Yeji Yang
- School of Psychology, Korea University, Seoul, South Korea
| | - Eunbin Ro
- School of Psychology, Korea University, Seoul, South Korea
| | - Woo-Young Ahn
- Department of Psychology, Seoul National University, Seoul, South Korea
| | - Jueun Kim
- Department of Psychology, Chungnam National University, Daejeon, South Korea
| | - Suk-Ho Shin
- Dr. Shin’s Neuropsychiatric Clinic, Seoul, South Korea
| | - Jeanyung Chey
- Department of Psychology, Seoul National University, Seoul, South Korea
| | - Kee-Hong Choi
- School of Psychology, Korea University, Seoul, South Korea
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Li L, Niu Z, Griffiths MD, Mei S. Relationship Between Gaming Disorder, Self-Compensation Motivation, Game Flow, Time Spent Gaming, and Fear of Missing Out Among a Sample of Chinese University Students: A Network Analysis. Front Psychiatry 2021; 12:761519. [PMID: 34790137 PMCID: PMC8591052 DOI: 10.3389/fpsyt.2021.761519] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/20/2021] [Accepted: 10/05/2021] [Indexed: 11/13/2022] Open
Abstract
Background and Aims: In previous correlational research, the relationship between gaming disorder (GD), compensation motivation, game flow, time spent gaming, and fear of missing out (FoMO) has been examined. However, network analysis has rarely been applied to explore the relationship between GD, self-compensation motivation, game flow, time spent gaming, and FoMO. Therefore, the present study used network analysis to examine the relationship between the aforementioned variables among a sample of gamers. Methods: The present study comprised gamers (N = 1,635) recruited from three Chinese universities, who completed an online survey including the Gaming Disorder Test, Self-Compensation Motivation Questionnaire, Game Flow Questionnaire, and Trait-State Fear of Missing Out Scale, as well as four items related to time spent gaming. Results: Self-compensation motivation, game flow, time spent gaming, and FoMO were all significantly and positively associated with GD. In the domain-level and facet-level networks, weekday gaming hours and weekend gaming hours had the strongest edge intensity. The domain-level, facet-level, and item-level networks analysis also showed that GD was connected with self-compensation motivation, game flow, time spent gaming, and FoMO. The network structure demonstrated a significant difference between males and females (2.33 vs. 2.81, p = 0.001) using the domain-level network comparison test (NCT). Conclusions: The results suggest that GD is closely associated with self-compensation motivation, game flow, time spent gaming, and FoMO. FoMO and gaming motivation (i.e., self-compensation and game flow) may increase time spent gaming and facilitate GD. Therefore, interventions that decrease game immersion and time spent gaming are likely to decrease GD.
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Affiliation(s)
- Li Li
- School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China
| | - Zhimin Niu
- School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Songli Mei
- School of Public Health, Jilin University, Changchun, China
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Gupta D, Bennett-Li L, Velleman R, George S, Nadkarni A. Understanding internet gaming addiction in clinical practice. BJPSYCH ADVANCES 2021. [DOI: 10.1192/bja.2020.81] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/01/2023]
Abstract
SUMMARYInternet gaming disorder (IGD) is a condition in which the individual is preoccupied with playing online video games and unable to regulate this behaviour, resulting in adverse physical and psychological consequences. Although there is some debate about whether IGD is an addiction or a coping mechanism, global evidence indicates that the condition is increasing in prevalence with recent advances in technology and its higher penetration into routine life. Male children and adolescents located in East Asian countries are at higher risk than others in the world. Attention-deficit hyperactivity disorder, depression and anxiety are typically associated with IGD. Given the continuing ambiguity regarding the diagnosis and screening tools for the disorder, it has become all the more relevant for mental health practitioners and academics to attend to this condition and develop evidence-based treatments. This review summarises both the existing evidence for the disorder and the debates that surround it.
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Kim BN, Kang HS. Korean validation of the Motives for Online Gaming Questionnaire: Focusing on its factor structure and incremental validity. Addict Behav 2021; 122:107019. [PMID: 34161877 DOI: 10.1016/j.addbeh.2021.107019] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/02/2021] [Revised: 06/09/2021] [Accepted: 06/11/2021] [Indexed: 12/18/2022]
Abstract
BACKGROUND AND AIMS Research has suggested that considering gaming motives can be useful in differentiating between heterogenous online game users. This study validated the Korean version of the Motives for Online Gaming Questionnaire (K-MOGQ) and attempted to reconcile the mixed findings on its factor structure. We also examined the incremental validity of the K-MOGQ beyond the personality variables implicated in Internet gaming disorder (IGD). METHODS After informed consent, six hundred and forty-one Korean online game users (mean age = 21.49 years) completed a survey package including the K-MOGQ. After exploratory factor analysis (EFA) was conducted, all existing models were compared using confirmatory factor analysis (CFA). A hierarchical regression analysis was conducted to demonstrate the incremental variance explained by gaming motives. RESULTS The K-MOGQ demonstrated a satisfactory reliability. The EFA and CFA revealed a six-factor (fantasy, escape, skill development, competition, recreation, and social motives) solution in which the coping factor disappeared from the original seven-factor structure. In addition, the escape and fantasy motives significantly predicted increased IGD symptoms even when introversion, neuroticism, and impulsivity were controlled for. DISCUSSION AND CONCLUSIONS Our results indicate that the K-MOGQ possesses good psychometric properties for measuring the motivational basis of online gaming in Korean-speaking populations. Furthermore, escape and fantasy factors emerged as the most salient motives for IGD symptoms. More research is required to clarify whether a Western-Eastern distinction applies to the factor structure of the MOGQ.
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Gaming to relieve tension or anxiety and associations with health functioning, substance use and physical violence in high school students. J Psychiatr Res 2021; 140:461-467. [PMID: 34147933 DOI: 10.1016/j.jpsychires.2021.05.055] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/19/2020] [Revised: 05/15/2021] [Accepted: 05/21/2021] [Indexed: 12/24/2022]
Abstract
Gaming is popular among youth and gaming disorders have been introduced recently into psychiatric nomenclature systems. Motivations underlying gaming may include involvement to reduce negative emotional states and thus may link to psychiatric and overall health. Thus, the extent to which adolescents engage in gaming to relieve anxiety warrants additional investigation. Data from 2005 Connecticut high-school students were used to examine how adolescents who reported gaming to relieve tension or anxiety differed from those who reported gaming but not to relieve tension or anxiety on measures of demographics, academic performance, general health, extracurricular activities, dysphoria/depression symptoms, substance use, and aggressive or violent behaviors. Chi-square analyses and binomial and multinomial logistic regression models were conducted. Gaming to relieve anxiety was more prevalent in boys and Hispanic and Asian adolescents and associated with less extracurricular involvement, poorer academic performance, increased cigarette and other drug use, problematic internet use, and depression. Participants with gaming to relieve tension or anxiety were also more likely to report weapon-carrying, missing school because they felt unsafe, having been threatened with a weapon, having engaged in physical fights, and having experienced injuries from fights. As gaming to relieve anxiety was related to mental-health- and functioning-related measures, additional research is needed to examine the precise natures of these relationships and to translate the information into improved intervention strategies.
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Characteristics of Gamers who Purchase Loot Box: a Systematic Literature Review. CURRENT ADDICTION REPORTS 2021; 8:481-493. [PMID: 34258146 PMCID: PMC8264989 DOI: 10.1007/s40429-021-00386-4] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 06/27/2021] [Indexed: 11/29/2022]
Abstract
Purpose of Review Research has indicated that loot boxes are risky gaming components that could exacerbate Internet gaming disorder due to a link between loot box purchasing and gambling. We conducted a systematic review to identify the characteristics of people who purchase loot boxes with real money, focusing on the relationships (a) between loot boxes and gaming, (b) between loot boxes and gambling, and (c) between loot boxes and other variables. Recent Findings Of the 201 studies examined for eligibility, we reviewed 20 studies that met the predefined criteria, which were extracted by searching electronic databases (PsycINFO, PubMed, Ovid, EBSCO, and Web of Science) and the reference lists of included studies, and that were published up to March 27, 2021. Overall, this review identified positive relationships among Internet gaming disorder–related symptoms, disordered gambling symptoms, and engagement with, or investment in, loot boxes. In addition to gaming and gambling, the relationships among some variables, such as mood, gender, physiological state, motivation, and loot box engagement, were examined. Summary The present review clarified relationships between loot box engagement, gaming, gambling, and other variables, such as mood, gender, physiological state, and motivation, and partially identified the characteristics of people who purchase loot boxes using real money. Specifically, those who spend more money in-game on loot boxes exhibit Internet gaming–related and/or disordered gambling symptoms and behaviors. Finally, we discussed future directions for clinical psychological studies on loot boxes.
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Wadsley M, Covey J, Ihssen N. The Predictive Utility of Reward-Based Motives Underlying Excessive and Problematic Social Networking Site Use. Psychol Rep 2021; 125:2485-2516. [PMID: 34162237 PMCID: PMC9483697 DOI: 10.1177/00332941211025271] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/06/2023]
Abstract
Compulsive seeking of reward is a hallmark feature of drug addiction, but the role of
reward is less well understood in behavioural addictions. The present study investigated
the predictive utility of ten reward-based motives, which we identified in the literature,
in explaining excessive and problematic use of social networking sites (SNSs). These
motives were examined in a cross-sectional survey of 411 young adults, revealing that
prolonged use and excessive checking were predicted by distinctly different motives. More
frequent checking of SNSs was most closely associated with motives related to obtaining
social rewards (impression management/social comparisons/fear of missing out) and the
desire to find/consume enjoyable content. In contrast, the amount of time an individual
spends on SNSs was predicted by the desire to engage in negative social interactions or to
fulfil personal needs (self-expression/documentation of life events). Problematic SNS use
was best explained by the motivation to obtain social rewards and to a lesser extent by
enjoyment and negative social potency (e.g., trolling) motives. Our results highlight the
importance of social reward in explaining excessive and problematic SNS use, suggesting
that a focus on reducing the desire to obtain social reward (e.g., through likes, social
comparisons, continual connection) may be most beneficial in tackling problematic SNS
behaviours.
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Affiliation(s)
| | - Judith Covey
- Department of Psychology, 3057Durham University, UK
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44
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Bányai F, Zsila Á, Kökönyei G, Griffiths MD, Demetrovics Z, Király O. The Moderating Role of Coping Mechanisms and Being an e-Sport Player Between Psychiatric Symptoms and Gaming Disorder: Online Survey. JMIR Ment Health 2021; 8:e21115. [PMID: 33755024 PMCID: PMC8077919 DOI: 10.2196/21115] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/08/2020] [Revised: 08/13/2020] [Accepted: 08/16/2020] [Indexed: 12/19/2022] Open
Abstract
BACKGROUND The emerging popularity of playing video games (gaming) as a hobby and as a professional sport raises awareness about both the benefits and possible downsides of the activity. Although a healthy and passionate hobby for most, a minority of gamers experience addiction-like symptoms and are considered to have gaming disorder (GD). GD has previously been found to be related to aversive conditions, such as depression or anxiety, as well as putatively maladaptive coping strategies. OBJECTIVE The aim of this study is twofold: to explore the moderating effect of different coping strategies and type of video game usage (professional [e-sport] or recreational) on the relationship between psychiatric symptoms and GD. METHODS A sample of 3476 gamers (n=3133, 90.13% males; mean age 23.20, SD 6.48 years) was recruited via the website and social networking site of the most popular gaming magazine in Hungary (GameStar). RESULTS The main effect of psychiatric symptoms was moderate to large in all models, whereas the moderation effects were significant (P<.001) for 4 out of 8 coping strategies (ie, self-blame/self-distraction, denial, emotional/social support, and active coping). However, the explained variance of the models only increased negligibly (from 0.3% to 0.5%) owing to the moderation effect. The direction of the moderations was as expected (ie, putatively maladaptive strategies were associated with more GD symptoms when the level of psychiatric symptoms was high, while putatively adaptive strategies were associated with less). Furthermore, no considerable moderation effect of the player type (recreational vs professional players) was found on the association between psychiatric symptoms and GD (β=.04; P=.02; 0.1% change in the explained variance). CONCLUSIONS Future studies should be designed to better understand coping-related mechanisms in the context of video gaming and GD.
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Affiliation(s)
- Fanni Bányai
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.,Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Ágnes Zsila
- Institute of Psychology, Pázmány Péter Catholic University, Budapest, Hungary
| | - Gyöngyi Kökönyei
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.,SE-NAP2 Genetic Brain Imaging Migraine Research Group, Hungarian Academy of Sciences, Semmelweis University, Budapest, Hungary.,Department of Pharmacodynamics, Faculty of Pharmacy, Semmelweis University, Budapest, Hungary
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.,Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar
| | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
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45
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The Role of Experience, Perceived Match Importance, and Anxiety on Cortisol Response in an Official Esports Competition. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18062893. [PMID: 33808997 PMCID: PMC8000917 DOI: 10.3390/ijerph18062893] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 02/09/2021] [Revised: 02/28/2021] [Accepted: 03/10/2021] [Indexed: 11/25/2022]
Abstract
The aim of the present study was to analyse the neuroendocrine stress response, psychological anxiety response, and perceived match importance (PMI) between expert and non-expert control gamers in an official competitive context. We analyzed, in 25 expert esports players and 20 control participants, modifications in their somatic anxiety, cognitive anxiety, self-confidence, PMI, and cortisol in a League of Legends competition. We found how expert esports players presented higher cortisol concentrations (Z = 155.5; p = 0.03; Cohen’s d = −0.66), cognitive anxiety (Z = 99.5; p = 0.001), and PMI (Z = 50.5; p < 0.001) before the competition than non-experts participants. We found a greater statistical weight in the cognitive variables than in the physiological ones. The results obtained suggest that real competitive context and player’s expertise were factors associated with an anticipatory stress response. The PMI proved to be a differentiating variable between both groups, highlighting the necessity to include subjective variables that contrast objective measurements.
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46
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The dual nature of escapism in video gaming: A meta-analytic approach. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100081] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/07/2023] Open
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47
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Melodia F, Canale N, Griffiths MD. The Role of Avoidance Coping and Escape Motives in Problematic Online Gaming: A Systematic Literature Review. Int J Ment Health Addict 2020. [DOI: 10.1007/s11469-020-00422-w] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/21/2022] Open
Abstract
AbstractOver the past two decades, research into Internet Gaming Disorder (IGD) has markedly increased due to worldwide spread of online videogames. The reasons and motivations for playing greatly contribute to its popularity. Escapism and avoidance coping strategies have been studied extensively and conceptualized as motives to play. A growing research base has demonstrated a strong association between these motives to play and negative gaming outcomes. Consequently, the aim of the present systematic review was to provide a comprehensive overview of the role of avoidance coping and escape motives in problematic online gaming. A systematic literature search was carried out using academic databases and a total of 26 empirical studies met the inclusion criteria. The results show that escapism and avoidance coping represent both a predictor of IGD and play a mediating role between many psychological factors (e.g., self-esteem, loneliness, self-concept, anxiety) and problematic online gaming. However, the review also highlights the paucity of longitudinal studies that hinder the determination of the causal direction of these associations. Despite this limitation, the evidence has important implication for developing more effective prevention programs and clinical interventions.
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48
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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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49
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Bányai F, Zsila Á, Griffiths MD, Demetrovics Z, Király O. Career as a Professional Gamer: Gaming Motives as Predictors of Career Plans to Become a Professional Esport Player. Front Psychol 2020; 11:1866. [PMID: 32903792 PMCID: PMC7438909 DOI: 10.3389/fpsyg.2020.01866] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/09/2020] [Accepted: 07/07/2020] [Indexed: 12/24/2022] Open
Abstract
Increasing numbers of young video gamers view esports (i.e., competitive video gaming) as a career opportunity, rather than just a recreational activity. Previous studies have explored the motivational differences between esport and recreational gamers and the motivational changes through career journey to become a professional esport player. The present study explored the predictors of career plans to become a professional esport player, with a specific focus on gaming motivations. Gaming time, gaming motivations, and esport-related playing experience were also examined among Hungarian gamers with competitive gaming experience (N = 190), such as years spent in esports, medium and frequency of participating in esport tournaments, the effort put into training before the tournaments, and the plans to become a professional esport player. Binary logistic regressions were carried out and results showed that the gaming motivations of competition, skill development, and social motivations predicted career planning as a professional esport player. Additionally, results showed that younger players were more likely to seek career opportunity as professional esport players than older players. Future studies should focus on novice esport players’ psychological exposure to the hypercompetitive scene of esports, such as high expectations or the risk of becoming problematic videogame users due to their motivational changes.
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Affiliation(s)
- Fanni Bányai
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.,Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Ágnes Zsila
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.,Institute of Psychology, Pázmány Péter Catholic University, Budapest, Hungary
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
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50
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Brevers D, King DL, Billieux J. Delineating adaptive esports involvement from maladaptive gaming: a self-regulation perspective. Curr Opin Psychol 2020; 36:141-146. [PMID: 32795945 DOI: 10.1016/j.copsyc.2020.07.025] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/09/2020] [Revised: 07/23/2020] [Accepted: 07/23/2020] [Indexed: 12/26/2022]
Abstract
The last decade has witnessed the rise of electronic sports (esports), yet little is known about how involvement in intensive esports relates to self-regulatory processes, such as executive functioning (EF). In this paper, we review the evidence on EF in problematic and non-problematic video-game use. We also consider research on EF in traditional sports athletes, as well as in 'exercise addiction'. The focus of the review is on two core components of EF, namely response inhibition and cognitive flexibility. The available evidence suggests that EF is a reliable marker for indexing specific types of sport and video-gaming expertise, but does not appear to consistently delineate maladaptive from adaptive video-game involvement. Future research avenues on EF that characterize esport players are suggested to advance this area.
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Affiliation(s)
- Damien Brevers
- Institute for Health and Behaviour, Department of Behavioural and Cognitive Sciences, University of Luxembourg, Esch-sur-Alzette, Luxembourg.
| | - Daniel L King
- College of Education, Psychology, & Social Work, Flinders University, Australia
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland; Centre for Excessive Gambling, Lausanne University Hospitals (CHUV), Lausanne, Switzerland
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