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Zhou R, Morita N, Zhu C, Ogai Y, Saito T, Yang W, Ogawa M, Zhang H. The relationship between self-control and internet gaming disorder and problematic social networking site use: the mediation effects of internet use motives. Front Psychiatry 2024; 15:1369973. [PMID: 39391081 PMCID: PMC11464309 DOI: 10.3389/fpsyt.2024.1369973] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/13/2024] [Accepted: 08/23/2024] [Indexed: 10/12/2024] Open
Abstract
Introduction This study aimed to explore the relationships between problematic social networking site use (PSNSU), Internet Gaming Disorder (IGD), internet use motives, and self-control among university students in China and Japan. Specifically, it investigated the indirect effects of self-control on IGD and PSNSU through various internet use motives, considering gender differences. Methods A sample of 697 university students (465 females; 397 Chinese) was surveyed. Path analysis was conducted separately for male and female users to examine the relationships between self-control, internet use motives, IGD, and PSNSU. Results The results indicated that self-control had significant indirect effects on IGD through enhancement (β = 0.096**, p = 0.005), social (β = -0.090**, p = 0.007), and conformity (β = -0.117**, p = 0.001) motives, but these effects were observed only in the male group. Self-control also exhibited indirect effects on PSNSU through enhancement, social, coping, and conformity motives, with a greater impact observed on PSNSU than on IGD. Gender differences in mediating effects were identified, with males and females showing distinct patterns. Discussion The findings highlight the importance of understanding gender differences and motivational factors in problematic internet use. These insights contribute to a better understanding of how internet use motives influence IGD and PSNSU in different contexts.
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Affiliation(s)
- Ruoyu Zhou
- Doctoral Program in Human Care Science, Graduate School of Comprehensive Human Sciences, University of Tsukuba, Tsukuba, Japan
| | - Nobuaki Morita
- Department of Social Psychiatry and Mental Health, University of Tsukuba, School of Medicine and Medical Sciences, Tsukuba, Japan
| | - Chunmu Zhu
- International Nursing, Graduate School of Health Sciences, Gunma University, Gunma, Japan
| | - Yasukazu Ogai
- Department of Social Psychiatry and Mental Health, University of Tsukuba, School of Medicine and Medical Sciences, Tsukuba, Japan
| | - Tamaki Saito
- Department of Social Psychiatry and Mental Health, University of Tsukuba, School of Medicine and Medical Sciences, Tsukuba, Japan
| | - Wenjie Yang
- The Mental Health Center, Yunnan University, Kunming, China
| | - Mitsue Ogawa
- Doctoral Program in Human Care Science, Graduate School of Comprehensive Human Sciences, University of Tsukuba, Tsukuba, Japan
| | - Hong Zhang
- Psychological Health Counseling Center, Yunnan Police University, Kunming, China
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Chamarro A, Díaz-Moreno A, Bonilla I, Cladellas R, Griffiths MD, Gómez-Romero MJ, Limonero JT. Stress and suicide risk among adolescents: the role of problematic internet use, gaming disorder and emotional regulation. BMC Public Health 2024; 24:326. [PMID: 38291407 PMCID: PMC10826210 DOI: 10.1186/s12889-024-17860-z] [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: 08/03/2023] [Accepted: 01/23/2024] [Indexed: 02/01/2024] Open
Abstract
BACKGROUND Previous studies have associated videogame playing and social media use with suicidal behaviors together with lower stress coping or poor emotion regulation strategies. Due to the inconclusive evidence regarding the factors associated with suicidal behavior, the present study aimed to overcome the limitations of previous research and explored the relationship between adolescent stress, problematic internet use (PIU), gaming disorder (GD), and emotional regulation (ER) in a cross-section design. It was hypothesized that stress would have a direct effect on suicide risk (SR) as well as being mediated by PIU, GD, and ER. METHODS The participants comprised 430 adolescents (58.4% male) aged between 16 and 19 years. They completed an online survey including the Mobile-Related Experiences Questionnaire, Internet Gaming Disorder Scale-Short Form, Meta-Mood Trait Repair Scale, and Spanish version of the Suicidal Behaviors Questionnaire. RESULTS A total of 34.2% of the adolescents (N = 147) were at risk for SR. Results also indicated that 30,7% had experienced suicidal ideation at some point in their life, 12.1% had at least one plan to die by suicide, and 5.1% had attempted suicide. Results of path analysis confirmed that stress appeared to be a risk factor for suicide, but that its effects were not mediated by PIU. However, ER and GD mediated the effect of stress on SR. The results suggest that stress is a main risk factor for suicide, especially among adolescents with poor emotional regulation or problematic gaming. CONCLUSIONS Considering the prevalence of suicide among adolescents, the results of the present study suggest that suicide prevention programs should include emotional regulation strategies, stress coping, and videogaming management skills in the early stages of high school. Providing these protective resources to adolescents will help them face the stressful and changing situations typical of adolescence and will help them to attain greater well-being and satisfaction with life.
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Affiliation(s)
- Andrés Chamarro
- Stress & Health Research Group. Faculty of Psychology, Autonomous University of Barcelona, 08193 Bellaterra (Cerdanyola del Vallès), Barcelona, Spain
| | - Adrian Díaz-Moreno
- Stress & Health Research Group. Faculty of Psychology, Autonomous University of Barcelona, 08193 Bellaterra (Cerdanyola del Vallès), Barcelona, Spain
| | - Ivan Bonilla
- Stress & Health Research Group. Faculty of Psychology, Autonomous University of Barcelona, 08193 Bellaterra (Cerdanyola del Vallès), Barcelona, Spain
| | - Ramon Cladellas
- Stress & Health Research Group. Faculty of Psychology, Autonomous University of Barcelona, 08193 Bellaterra (Cerdanyola del Vallès), Barcelona, Spain
| | - Mark D Griffiths
- International Gaming Unit, Nottingham Trent University, Nottingham, England
| | - Maria José Gómez-Romero
- Stress & Health Research Group. Faculty of Psychology, Autonomous University of Barcelona, 08193 Bellaterra (Cerdanyola del Vallès), Barcelona, Spain
- Psychology Unit, Egarsat, Mutua Colaboradora con la Seguridad Social nº 276, Barcelona, Spain
| | - Joaquín T Limonero
- Stress & Health Research Group. Faculty of Psychology, Autonomous University of Barcelona, 08193 Bellaterra (Cerdanyola del Vallès), Barcelona, Spain.
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Jo H, Baek EM. Exploring the dynamics of mobile app addiction: the interplay of communication, affective factors, flow, perceived enjoyment, and habit. BMC Psychol 2023; 11:404. [PMID: 37986198 PMCID: PMC10662456 DOI: 10.1186/s40359-023-01440-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/11/2023] [Accepted: 11/10/2023] [Indexed: 11/22/2023] Open
Abstract
The rapid proliferation of mobile apps and their increasing usage have led to growing concerns about potential addiction among users. Previous research has identified several factors that contribute to addiction, including flow, perceived enjoyment, and habit. However, the underlying mechanisms and the role of affective factors remain unclear. This study aims to elucidate the key factors that affect mobile app addiction by proposing a theoretical framework incorporating communication, affective factors, flow, perceived enjoyment, and habit. Data were collected from 320 mobile app users through a questionnaire survey. The research employed partial least squares structural equation modeling (PLS-SEM) to analyze the data and test the proposed relationships. The analysis indicates that communication is significantly associated with perceived enjoyment but does not directly affect flow and habit. The research unveils that positive affect significantly influences both flow and perceived enjoyment, but does not influence habit. Negative affect was found to have no significant effect on flow, perceived enjoyment, and habit. The results demonstrate that flow, perceived enjoyment, and habit are significantly related to addiction. The findings reveal that perceived enjoyment has a substantial impact on both flow and habit. These findings offer valuable guidelines for future research and practical implications for developers and policymakers in addressing the challenges associated with mobile app addiction.
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Affiliation(s)
- Hyeon Jo
- HJ Institute of Technology and Management, 71 Jungdong-ro 39, Bucheon-si, Gyeonggi-do, 14721, Republic of Korea
| | - Eun-Mi Baek
- Department of Preventive Medicine, College of Medicine, Catholic University of Korea, 222 Banpo-daero, Seocho-gu, Seoul, 06591, Republic of Korea.
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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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Pluss MA, Novak AR, Bennett KJ, McBride I, Panchuk D, Coutts AJ, Fransen J. Examining the game-specific practice behaviors of professional and semi-professional esports players: A 52-week longitudinal study. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2022.107421] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
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Powell M, Olsen KN, Vallerand RJ, Thompson WF. Passion for Violently Themed Music and Psychological Well-Being: A Survey Analysis. Behav Sci (Basel) 2022; 12:486. [PMID: 36546969 PMCID: PMC9774454 DOI: 10.3390/bs12120486] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/04/2022] [Revised: 11/23/2022] [Accepted: 11/23/2022] [Indexed: 12/02/2022] Open
Abstract
While the benefits to mood and well-being from passionate engagement with music are well-established, far less is known about the relationship between passion for explicitly violently themed music and psychological well-being. The present study employed the Dualistic Model of Passion to investigate whether harmonious passion (i.e., passionate engagement that is healthily balanced with other life activities) predicts positive music listening experiences and/or psychological well-being in fans of violently themed music. We also investigated whether obsessive passion (i.e., uncontrollable passionate engagement with an activity) predicts negative music listening experiences and/or psychological ill-being. Fans of violently themed music (N = 177) completed the passion scale, scale of positive and negative affective experiences, and various psychological well- and ill-being measures. As hypothesised, harmonious passion for violently themed music significantly predicted positive affective experiences which, in turn, predicted psychological well-being. Obsessive passion for violently themed music significantly predicted negative affective experiences which, in turn, predicted ill-being. Findings support the Dualistic Model of Passion, and suggest that even when music engagement includes violent content, adaptive outcomes are often experienced. We propose that the nature of one's passion for music is more influential in predicting well-being than the content or valence of the lyrical themes.
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Affiliation(s)
- Merrick Powell
- School of Psychological Sciences, Macquarie University, Macquarie Park 2109, Australia
| | - Kirk N. Olsen
- School of Psychological Sciences, Macquarie University, Macquarie Park 2109, Australia
- Centre for Elite Performance, Expertise, and Training, Macquarie University, Macquarie Park 2109, Australia
| | - Robert J. Vallerand
- Département de Psychologie, Université du Québec à Montréal, P.O. Box 8888, Montreal, QC H3C 3P8, Canada
| | - William Forde Thompson
- School of Psychological Sciences, Macquarie University, Macquarie Park 2109, Australia
- Centre for Elite Performance, Expertise, and Training, Macquarie University, Macquarie Park 2109, Australia
- Faculty of Society and Design, Bond University, Robina 4226, Australia
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Luxford E, Türkay S, Frommel J, Tobin SJ, Mandryk RL, Formosa J, Johnson D. Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:310-315. [PMID: 35506934 DOI: 10.1089/cyber.2021.0321] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/07/2023]
Abstract
Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness. This may lead them to develop a passion for the activity, which can be harmonious or obsessive. These different types of passions are associated with different well-being outcomes: harmonious passion (HP) is associated with positive effects such as Satisfaction with Life (SWL), obsessive passion (OP) is associated with adverse effects such as psychological distress. Although time spent playing video games has sometimes been found to be a predictor of poor well-being, there is a lack of understanding in its role in explaining the relationship between passion and well-being compared with other factors. Self-regulation is an important factor in predicting habits, including video game play. In this cross-sectional study (N = 182), we investigated whether self-regulation or playtime better mediated the associations between different passion orientations and well-being (i.e., SWL, global subjective well-being, and psychological distress) among video game players. A path analysis revealed that people with higher HP for video games reported higher levels of self-regulation and those with higher OP for video games reported lower levels of self-regulation. Our findings also indicate that self-regulation provides a more comprehensive explanation for the relationship between passion and well-being. Overall, this study provides further support for the importance of self-regulation as a determinant of well-being in video game players rather than more arguably surface-level metrics such as time spent playing. These findings have implications for game developers and clinicians who design interventions for individuals who may experience unregulated video game play.
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Affiliation(s)
- Ethan Luxford
- School of Psychology and Counselling, School of Computer Science, Queensland University of Technology, Brisbane, Queensland, Australia
| | - Selen Türkay
- GRID Lab, School of Computer Science, Queensland University of Technology, Brisbane, Queensland, Australia
| | - Julian Frommel
- Department of Information and Computing Sciences, Utrecht University, Utrecht, Netherlands
| | - Stephanie J Tobin
- School of Psychology and Counselling, School of Computer Science, Queensland University of Technology, Brisbane, Queensland, Australia
| | - Regan L Mandryk
- Department of Computer Science, University of Saskatchewan, Saskatoon, Saskatchewan, Canada
| | - Jessica Formosa
- GRID Lab, School of Computer Science, Queensland University of Technology, Brisbane, Queensland, Australia
| | - Daniel Johnson
- GRID Lab, School of Computer Science, Queensland University of Technology, Brisbane, Queensland, Australia
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Habib MB, Khoo S, Morris T. Motives and Passion of Adults from Pakistan toward Physical Activity. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:3298. [PMID: 35328986 PMCID: PMC8951450 DOI: 10.3390/ijerph19063298] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 12/11/2021] [Revised: 03/01/2022] [Accepted: 03/08/2022] [Indexed: 11/16/2022]
Abstract
Globally, a large proportion of people do not participate in adequate physical activity to gain health benefits. Physical inactivity is a primary risk factor for global mortality. Research suggests that motives and passion influence participation in physical activity. The main purposes of the present study were to examine the relationship between motives and passion for participation in physical activity among adults, and to examine whether motives and passion predicted physical activity. Prior to data collection, we translated and validated the Physical Activity and Leisure Motivation Scale (PALMS) and the Passion Scale (PS) into Urdu. With the research sample, both translated questionnaires showed acceptable internal consistency, test-retest reliability, and factorial validity. To address the main purposes, we then employed a quantitative, cross-sectional research design, with a sample of 572 adults between 18 and 65 years (31.51 ± 10.25), who regularly participated in moderate-to-vigorous physical activity. Participants completed the PALMS, the PS, and the International Physical Activity Questionnaire (IPAQ). Correlation coefficients showed strong relationships between motives and harmonious passion, and weaker, negative relationships between motives and obsessive passion. We used stepwise multiple regression to test whether motives and passion subscales were significant predictors of overall PA measured by the IPAQ. In step 1 of the regression model, mastery and physical condition motives were significant predictors of overall physical activity. Further, in step 2, the mastery motive and harmonious passion were significant predictors of overall physical activity, accounting for 26% of the variance, with F (5, 566) = 38.84, p < 0.01. The present study provides a basis for physical activity interventions examining whether increasing motives and passion leads to higher adherence to and lowered dropout from physical activity.
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Affiliation(s)
- Muhammad Badar Habib
- Centre for Sport and Exercise Sciences, Universiti Malaya, Kuala Lumpur 50603, Malaysia;
- Department of Physical Education & Sports Sciences, The Islamia University of Bahawalpur, Bahawalpur 63100, Pakistan
| | - Selina Khoo
- Centre for Sport and Exercise Sciences, Universiti Malaya, Kuala Lumpur 50603, Malaysia;
| | - Tony Morris
- Institute for Health & Sport, Victoria University, Melbourne 6012, Australia;
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Abbasi AZ, Rehman U, Afaq Z, Rafeh MA, Hlavacs H, Mamun MA, Shah MU. Predicting Video Game Addiction Through the Dimensions of Consumer Video Game Engagement: Quantitative and Cross-sectional Study. JMIR Serious Games 2021; 9:e30310. [PMID: 34842539 PMCID: PMC8665386 DOI: 10.2196/30310] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/10/2021] [Revised: 09/28/2021] [Accepted: 10/12/2021] [Indexed: 01/26/2023] Open
Abstract
BACKGROUND Video games are expanding exponentially with their increased popularity among users. However, this popularity has also led to an increase in reported video game addiction. There may be consumer engagement-related factors that may influence video game addiction. OBJECTIVE This study aims to empirically examine the impact of the dimensions of consumer video game engagement on video game addiction. The dimensions are dedication, absorption, conscious attention, social connection, enthusiasm, and interaction. We utilize the uses and gratifications theory to study the video game engagement dimensions as potential factors through which gamers feel gratified and engaged in video game playing. Additionally, this study incorporates the cultivation theory to investigate how video game engagement factors trigger video game addiction. METHODS A two-step process was applied for data analysis on valid cases of 176 gamers aged 15-25 years: video game addiction was specified and validated as a reflective-formative construct, and hypothesis testing was later performed using the WarpPLS on valid respondents. RESULTS The analysis uncovered 2 dimensions of video game engagement: social connection with P=.08 and interaction with P=.49, which did not significantly contribute to video game addiction. CONCLUSIONS This study offers unique insights to a myriad of stakeholders, mostly psychologists and psychiatrists, who routinely prescribe behavior modification techniques to treat video game addiction.
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Affiliation(s)
- Amir Zaib Abbasi
- Department of Management Sciences, Shaheed Zulfikar Ali Bhutto Institute of Science and Technology, Islamabad, Pakistan
- Interdisciplinary Research Centers for Finance and Digital Economy, KFUPM Business School, King Fahd University of Petroleum & Minerals, Dhahran, Saudi Arabia
| | - Umair Rehman
- User Experience Design Department, Wilfrid Laurier University, Brantford, ON, Canada
| | - Zahra Afaq
- Namal Institute Mianwali, Mianwali, Pakistan
| | - Mir Abdur Rafeh
- Department of Management Sciences, Shaheed Zulfikar Ali Bhutto Institute of Science and Technology, Islamabad, Pakistan
| | - Helmut Hlavacs
- Entertainment Group, University of Vienna, Vienna, Austria
| | - Mohammed A Mamun
- Center for Health Innovation, Networking, Training, Action and Research-Bangladesh, Dhaka, Bangladesh
- Department of Public Health and Informatics, Jahangirnagar University, Savar, Bangladesh
| | - Muhammad Umair Shah
- Department of Management Sciences, University of Waterloo, Waterloo, ON, Canada
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Abstract
The fifth edition of the Diagnostic and Statistical Manual of Mental Disorders defines internet gaming disorder without differentiating games from their respective genres, such as first-person shooter versus real-time strategy versus online gaming. Our review of the literature on massively multiplayer online role-playing games (MMORPGs) suggests that MMORPGs are different from other games because they are the most addictive, and therefore deserve to be looked at separately. MMORPGs are internet platforms for online users to interact with each other in a virtual story line. The overview of the existing literature delineates the positive and negative aspects of MMORPGs and also the available evidence on neuroscientific and neuroanatomical correlates between internet gaming disorder and other addictions. Evidence shows that a player's characteristics and motivations can determine his or her risk of developing problematic play. Problematic MMORPG use may lead to mental disorders such as depression and addiction, and can negatively affect quality of life, and vice versa. Conversely, some players may benefit from being part of a social community and from using it as a learning platform or as a safe space to explore gender-identity issues. Brain circuitry and metabolism are changed through problematic MMORPG use, with the affected areas including the ventral striatum and left angular gyrus.
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Yang JC, Chen SY. An investigation of game behavior in the context of digital game-based learning: An individual difference perspective. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2020.106432] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/24/2022]
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12
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The development and validation of the Videogaming Motives Questionnaire (VMQ). PLoS One 2020; 15:e0240726. [PMID: 33095762 PMCID: PMC7584249 DOI: 10.1371/journal.pone.0240726] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/28/2020] [Accepted: 10/02/2020] [Indexed: 12/31/2022] Open
Abstract
Gaming motives are important factors for explaining individual differences in videogame-related behaviors. The aim of the present study was to develop a new comprehensive but brief instrument-the Videogaming Motives Questionnaire (VMQ)-which embraces some of the most relevant gaming motives. In a first study, a pilot exploratory factor analysis (EFA) with data from 140 undergraduates was performed on items from twelve potential motives. This identified eight main factors: recreation, social interaction, coping, violent reward, fantasy, cognitive development, customization, and competition. In Studies 2 and 3, an EFA and a confirmatory factor analysis were performed on two independent samples of 407 adolescents and 260 young adults, respectively. The VMQ presented a robust eight-factor structure, with all scales showing adequate reliability indices. In reference to criterion validity, all motives presented specific associations with hours spent playing videogames, disordered gaming, and game genre preferences. More specifically, and in both adolescents and young adults, social interaction was the main motive related to time spent gaming, whereas disordered gaming was related to both coping and social interaction motives. Based on these findings, it is concluded that the VMQ is a brief and psychometrically appropriate tool for assessing the most relevant videogaming motives.
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Chamarro A, Oberst U, Cladellas R, Fuster H. Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers-The Mediating Role of Use Expectancies and Time Spent Gaming. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:ijerph17176429. [PMID: 32899364 PMCID: PMC7503624 DOI: 10.3390/ijerph17176429] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 07/13/2020] [Revised: 08/28/2020] [Accepted: 08/31/2020] [Indexed: 01/10/2023]
Abstract
Casual videogames (CVGs), played on smartphones, are becoming increasingly popular, especially among females and adults. Whereas the addictive potential of online (computer) videogames is well-established, there is yet insufficient evidence for Internet gaming disorder (IGD) in mobile gamers and for the mediating role of some mechanisms involved. The aim of this study is to investigate the impact of the frustration of psychological needs on mobile videogamers’ addictive behavior as well as the role of cognitions (game-use expectancies) and behaviors (time spent playing) through a hypothesized serial mediation model, while controlling for important correlates, such as game genre, age, gender and payment during play. A total of 471 mobile game users (211 males) with an average age of 21.73 replied to an online survey containing sociodemographic and game variables, the Need Satisfaction and Frustration Scale (NSFS), the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and a slightly modified version of the Internet Use Expectancies Scale (IUES). The results corroborate the negative effects of need frustration on IGD among mobile gamers and clarify the role of time spent playing and game-use expectancies in the development of IGD, highlighting the important role of cognitions in this relationship. We conclude that both the time spent playing and game-use expectancies should be important targets for clinical interventions, even though they are not included in the diagnostic criteria.
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Affiliation(s)
- Andrés Chamarro
- Department of Basic, Developmental and Educational Psychology, Autonomous University of Barcelona, 08193 Bellaterra, Spain;
- Serra Hunter Programme, Generalitat de Catalunya, 08003 Barcelona, Spain
- Correspondence:
| | - Ursula Oberst
- Department of Psychology, Blanquerna School of Psychology, Education and Sport Sciences, Ramon Llull University, 08022 Barcelona, Spain;
| | - Ramón Cladellas
- Department of Basic, Developmental and Educational Psychology, Autonomous University of Barcelona, 08193 Bellaterra, Spain;
| | - Héctor Fuster
- School of New Interactive Technologies, University of Barcelona, 08007 Barcelona, Spain;
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Kim N, Kim MJ, Hughes TL, Kwak H, Kong ID. Relationships of internet gaming reasons to biological indicators and risk of internet gaming addiction in Korean adolescent male game users. BMC Psychiatry 2020; 20:341. [PMID: 32605550 PMCID: PMC7329533 DOI: 10.1186/s12888-020-02714-w] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/26/2019] [Accepted: 06/04/2020] [Indexed: 12/01/2022] Open
Abstract
BACKGROUND There are no standard diagnostic criteria or interventions for internet gaming addiction (IGA) even though IGA is one of the most pervasive public health issues among youth worldwide. Internet gaming reasons or motivations have been studied as a potential predictor of IGA, but the results have been inconsistent and biological indicators of gaming reasons have rarely been studied. We sought to (1) identify categories of internet gaming reasons, (2) examine the relationship of gaming reasons to risk of IGA, and (3) describe biological indicators associated with reasons for gaming. METHODS We used a multi-phase cross-sectional design including individual interviews; focus group discussion; and descriptive, comparative analysis. Fifteen Korean adolescent male internet gamers participated in individual interviews and eight participated in a focus group aimed at identifying reasons for internet gaming. Using the identified gaming reasons from these sources we surveyed 225 adolescent game users using a self-report questionnaire. Participants provided blood samples for assessment of norepinephrine (NE) and serum cortisol. RESULTS We identified four major categories of internet gaming reasons: entertainment, getting along with friends, stress relief, and habitual gaming. The habitual group showed significantly greater risk of IGA than the other groups (p < .001) and the lowest plasma NE levels (p = .035), possibly indicating an alteration in autonomic function. CONCLUSION Health care providers are encouraged to screen adolescents for excessive internet gaming and to intervene with those who report habitual gaming behaviors. When feasible, assessment of biological indicators, such as plasma NE, may help to identify youth at greatest risk of IGA.
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Affiliation(s)
- Nahyun Kim
- grid.412091.f0000 0001 0669 3109Keimyung University College of Nursing, Daegu, South Korea
| | - Mi Ja Kim
- grid.185648.60000 0001 2175 0319University of Illinois at Chicago, College of Nursing, Chicago, IL USA
| | - Tonda L. Hughes
- grid.21729.3f0000000419368729Columbia University School of Nursing and Department of Psychiatry, Columbia University Irving Medical Center, New York City, NY USA
| | - Hyeweon Kwak
- grid.449010.80000 0004 1783 3666Department of Nursing, Daekyeung University, Daegu, South Korea
| | - In Deok Kong
- Department of Physiology, Yonsei University, Wonju College of Medicine, Wonju, Gangwon-Do, 26426, Republic of Korea.
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Perales JC, King DL, Navas JF, Schimmenti A, Sescousse G, Starcevic V, van Holst RJ, Billieux J. Learning to lose control: A process-based account of behavioral addiction. Neurosci Biobehav Rev 2019; 108:771-780. [PMID: 31846653 DOI: 10.1016/j.neubiorev.2019.12.025] [Citation(s) in RCA: 41] [Impact Index Per Article: 8.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/04/2019] [Revised: 12/13/2019] [Accepted: 12/13/2019] [Indexed: 12/24/2022]
Abstract
Learning psycho(bio)logy has developed a solid corpus of evidence and theory regarding behavior control modes. The present article briefly reviews that literature and its influence on recent models in which the transition from goal-directed to compulsive behavior is identified as the main process underlying substance use disorders. This literature is also relevant to non-substance addictive disorders, and serves as basis to propose a restricted definition of behavioral addiction relying on the presence of behavior-specific compulsivity. Complementarily, we consider whether some activities can become disordered while remaining mostly goal-driven. Based on reinforcement learning models, relative outcome utility computation is proposed as an alternative mechanism through which dysfunctional behaviors (even not qualifying as addictive) can override adaptive ones, causing functional impairment. Beyond issues of conceptual delimitation, recommendations are made regarding the importance of identifying individual etiological pathways to dysregulated behavior, the necessity of accurately profiling at-risk individuals, and the potential hazards of symptom-based diagnosis. In our view, the validity of these recommendations does not depend on the position one takes in the nosological debate.
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Affiliation(s)
- José C Perales
- Department of Experimental Psychology, Mind Brain and Behavior Research Center (CIMCYC), University of Granada, Spain
| | - Daniel L King
- College of Education, Psychology, & Social Work, Flinders University, Australia
| | - Juan F Navas
- Department of Basic Psychology, Autonomous University of Madrid, Spain; Universitat Oberta de Catalunya, Spain.
| | | | - Guillaume Sescousse
- Lyon Neuroscience Research Center - INSERM U1028 - CNRS UMR5292, PSYR2 Team, University of Lyon, France
| | - Vladan Starcevic
- University of Sydney, Faculty of Medicine and Health, Sydney Medical School, Nepean Clinical School, Discipline of Psychiatry, Australia
| | - Ruth J van Holst
- Amsterdam UMC, University of Amsterdam, Department of Psychiatry, Amsterdam Institute for Addiction Research, Netherlands
| | - Joël Billieux
- Addictive and Compulsive Behaviours Lab. Institute for Health and Behaviour, University of Luxembourg, Esch-sur-Alzette, Luxembourg; Institute of Psychology, University of Lausanne, Lausanne, Switzerland; Centre for Excessive Gambling, Lausanne University Hospitals (CHUV), Lausanne, Switzerland
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16
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Kraus SW, Sturgeon JA, Potenza MN. Specific Forms of Passionate Attachment Differentially Mediate Relationships Between Pornography Use and Sexual Compulsivity in Young Adult Men. ACTA ACUST UNITED AC 2019. [DOI: 10.1080/10720162.2018.1532362] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/27/2022]
Affiliation(s)
- Shane W. Kraus
- VISN 1 New England MIRECC, Edith Nourse Rogers Memorial Veterans Hospital, Bedford, Massachusetts
- Division of Addiction Psychiatry, University of Massachusetts Medical School, Worcester, Massachusetts
| | - John A. Sturgeon
- Department of Anesthesiology and Pain Medicine, University of Washington School of Medicine, Seattle, Washington
| | - Marc N. Potenza
- Departments of Psychiatry and Neuroscience and Child Study Center, Yale University School of Medicine, New Haven, Connecticut
- Connecticut Council on Problem Gambling, Wethersfield, Connecticut
- Connecticut Mental Health Center, New Haven, Connecticut
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17
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Calvo F, Carbonell X, Oberst U, Fuster H. May the passion be with you: The addictive potential of collectible card games, miniatures, and dice of the Star Wars universe. J Behav Addict 2018; 7:727-736. [PMID: 30203694 PMCID: PMC6426359 DOI: 10.1556/2006.7.2018.73] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/06/2023] Open
Abstract
BACKGROUND AND AIMS In recent years, we have witnessed a growing research interest in behavioral addictions and in pleasurable behaviors that generate a certain discomfort in the people who engage in them. The objective of this study was to assess if users of collectible card games, miniatures, and dice from the Star Wars Universe Games (SWUG) may also present criteria of addiction and if the presence of these criteria is related to demographic variables, game-playing habits, and other variables. METHODS SWUG players were contacted through specialized gaming chats, and 218 of them completed the Internet Gaming Disorder Scale - Short Form (IGDS-SF9), a scale that assesses motivation to engage in the game (Massively Multiplayer Online Motivations Scale), the Rosenberg Self-Esteem Questionnaire, the Diener Satisfaction with Life Scale, and a question for the self-assessment of addiction. RESULTS Significant predictors of addictive symptoms were the motivation to seek dissociation and (negatively) self-esteem. Users more significantly dedicate indirect hours to the game (thinking about the game, preparing material, etc.) than to actually playing. No participant could be considered pathologically addicted, as no one scored above the tentative cut-off point of the IGDS-SF9. DISCUSSION AND CONCLUSIONS Despite the fact that many players considered themselves "addicted" and some presented various economic and family problems related to their activity, it was found that playing these games could not be equated to true addictive behavior, since no player had scores above the cut-off point. This finding contributes to current discussions about the tendency to overestimate excessive pleasurable behaviors.
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Affiliation(s)
- Fran Calvo
- Department of Pedagogy, FPE, University of Girona, Girona, Spain,Department of Psychology, FPCEE, Ramon Llull University, Barcelona, Spain,Corresponding author: Fran Calvo; Department of Pedagogy, FPE, University of Girona, Pujada de Sant Domènec, 9, Girona 17004, Spain; Phone/Fax: +34 972 41 83 00; E-mail:
| | - Xavier Carbonell
- Department of Psychology, FPCEE, Ramon Llull University, Barcelona, Spain
| | - Ursula Oberst
- Department of Psychology, FPCEE, Ramon Llull University, Barcelona, Spain
| | - Héctor Fuster
- School for Interactive New Technologies (Escola de Noves Tecnologies Interactives, ENTI), Barcelona, Spain
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18
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Orosz G, Zsila Á, Vallerand RJ, Böthe B. On the Determinants and Outcomes of Passion for Playing Pokémon Go. Front Psychol 2018; 9:316. [PMID: 29599735 PMCID: PMC5862819 DOI: 10.3389/fpsyg.2018.00316] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/30/2017] [Accepted: 02/26/2018] [Indexed: 12/05/2022] Open
Abstract
In 2016, Pokémon Go became the most popular smartphone game. Despite the increasing popularity of this augmented reality game, to date, no studies have investigated passion for playing Pokémon Go. On the theoretical basis of the Dualistic Model of Passion (DMP), our goal was to investigate the associations between Pokémon Go playing motives, passion, and impulsivity. A total of 621 Pokémon Go players participated in the study (54.9% female; Mage = 22.6 years, SDage = 4.4). It was found that impulsivity was more strongly associated with obsessive passion (OP) than with harmonious passion (HP). HP was associated with adaptive motives (i.e., outdoor activity, social, recreation, and nostalgia), while OP was associated with less adaptive motives (i.e., fantasy, escape, boredom, competition, and coping). Therefore, in line with the DMP, HP and OP for playing Pokémon Go can predict an almost perfectly distinguished set of adaptive or maladaptive playing motives, and OP has a noteworthy relationship with impulsivity as a determinant.
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Affiliation(s)
- Gábor Orosz
- Institute of Psychology, Eötvös Loránd University (ELTE), Budapest, Hungary.,Institute of Cognitive Neuroscience and Psychology, Research Centre for Natural Sciences, Hungarian Academy of Sciences, Budapest, Hungary
| | - Ágnes Zsila
- Institute of Psychology, Eötvös Loránd University (ELTE), Budapest, Hungary.,Doctoral School of Psychology, Eötvös Loránd University (ELTE), Budapest, Hungary
| | - Robert J Vallerand
- Laboratoire de Recherche sur le Comportement Social, Université du Québec à Montréal, Montreal, QC, Canada
| | - Beáta Böthe
- Institute of Psychology, Eötvös Loránd University (ELTE), Budapest, Hungary.,Doctoral School of Psychology, Eötvös Loránd University (ELTE), Budapest, Hungary
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19
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Pontes HM. Investigating the differential effects of social networking site addiction and Internet gaming disorder on psychological health. J Behav Addict 2017; 6:601-610. [PMID: 29130329 PMCID: PMC6034963 DOI: 10.1556/2006.6.2017.075] [Citation(s) in RCA: 115] [Impact Index Per Article: 16.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/25/2017] [Revised: 10/02/2017] [Accepted: 10/22/2017] [Indexed: 11/19/2022] Open
Abstract
Background and aims Previous studies focused on examining the interrelationships between social networking site (SNS) addiction and Internet gaming disorder (IGD) in isolation. Moreover, little is known about the potential simultaneous differential effects of SNS addiction and IGD on psychological health. This study investigated the interplay between these two technological addictions and ascertained how they can uniquely and distinctively contribute to increasing psychiatric distress when accounting for potential effects stemming from sociodemographic and technology-related variables. Methods A sample of 509 adolescents (53.5% males) aged 10-18 years (mean = 13.02, SD = 1.64) were recruited. Results It was found that key demographic variables can play a distinct role in explaining SNS addiction and IGD. Furthermore, it was found that SNS addiction and IGD can augment the symptoms of each other, and simultaneously contribute to deterioration of overall psychological health in a similar fashion, further highlighting potentially common etiological and clinical course between these two phenomena. Finally, the detrimental effects of IGD on psychological health were found to be slightly more pronounced than those produced by SNS addiction, a finding that warrants additional scientific scrutiny. Discussion and conclusion The implications of these results are further discussed in light of the existing evidence and debates regarding the status of technological addictions as primary and secondary disorders.
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Affiliation(s)
- Halley M. Pontes
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
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20
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Huang HC, Liao GY, Chiu KL, Teng CI. How Is Frustration Related to Online Gamer Loyalty? A Synthesis of Multiple Theories. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2017; 20:683-688. [PMID: 29048946 DOI: 10.1089/cyber.2017.0023] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Abstract
Online games can frustrate their gamers, but little was known about how such frustration impacts gamer loyalty. Because novice and experienced gamers may respond differently to frustration, this study investigates how gamers' frustration influences their loyalty and how this influence may differ between novice and experienced gamers. Because of the complexity of this issue, multiple theories were synthesized to develop the theoretical model. This study collected responses from 558 online gamers. Findings indicate that frustration is positively related to novice gamers' participation in task teams, and subsequently their loyalty. However, frustration is negatively related to the self-efficacy of experienced gamers and to their loyalty.
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Affiliation(s)
- Han-Chung Huang
- 1 Graduate Institute of Business and Management, College of Management, Chang Gung University , Taoyuan, Taiwan
| | - Gen-Yih Liao
- 2 Department of Information Management, Chang Gung University , Taoyuan, Taiwan .,3 Department of Nursing, Chang Gung Memorial Hospital , Taoyuan, Taiwan
| | - Kay-Ling Chiu
- 4 Department of Medical Research and Development Linkou Branch, Chang Gung Memorial Hospital , Taoyuan, Taiwan
| | - Ching-I Teng
- 1 Graduate Institute of Business and Management, College of Management, Chang Gung University , Taoyuan, Taiwan .,5 Department of Industrial and Business Management, College of Management, Chang Gung University , Taoyuan, Taiwan .,6 Department of Rehabilitation, Chang Gung Memorial Hospital , Linkou, Taiwan .,7 Department of Business and Management, Ming Chi University of Technology , New Taipei City, Taiwan
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21
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Ruiz-Alfonso Z, León J. Passion for math: Relationships between teachers’ emphasis on class contents usefulness, motivation and grades. CONTEMPORARY EDUCATIONAL PSYCHOLOGY 2017. [DOI: 10.1016/j.cedpsych.2017.08.010] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
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22
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Schimmenti A, Infanti A, Badoud D, Laloyaux J, Billieux J. Schizotypal personality traits and problematic use of massively-multiplayer online role-playing games (MMORPGs). COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2017.04.048] [Citation(s) in RCA: 28] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/01/2022]
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23
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Ladanyi J, Doyle-Portillo S. The development and validation of the Grief Play Scale (GPS) in MMORPGs. PERSONALITY AND INDIVIDUAL DIFFERENCES 2017. [DOI: 10.1016/j.paid.2017.03.062] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
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24
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Wu AMS, Lai MHC, Yu S, Lau JTF, Lei MW. Motives for online gaming questionnaire: Its psychometric properties and correlation with Internet gaming disorder symptoms among Chinese people. J Behav Addict 2017; 6:11-20. [PMID: 28264590 PMCID: PMC5572999 DOI: 10.1556/2006.6.2017.007] [Citation(s) in RCA: 49] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/24/2016] [Revised: 11/26/2016] [Accepted: 01/29/2017] [Indexed: 11/19/2022] Open
Abstract
Background and aims Internet gaming disorder (IGD) imposes a potential public health threat worldwide. Gaming motives are potentially salient factors of IGD, but research on Chinese gaming motives is scarce. This study empirically evaluated the psychometric properties of the Chinese version of the Motives for Online Gaming Questionnaire (C-MOGQ), the first inventory that measures seven different gaming motives applicable to all type of online games. We also investigated the associations between various gaming motives and IGD symptoms among Chinese gamers. Methods Three hundred and eighty-three Chinese adult online gamers (Mean age = 23.7 years) voluntarily completed our online, anonymous survey in December 2015. Results The confirmatory factor analysis results supported a bi-factor model with a general factor subsuming all C-MOGQ items (General Motivation) and seven uncorrelated domain-specific factors (Escape, Coping, Fantasy, Skill Development, Recreation, Competition, and Social). High internal consistencies of the overall scale and subscales were observed. The criterion-related validity of this Chinese version was also supported by the positive correlations of C-MOGQ scale scores with psychological need satisfaction and time spent gaming. Furthermore, we found that high General Motivation (coupled with high Escape motive and low Skill Development motive) was associated with more IGD symptoms reported by our Chinese participants. Discussion and conclusions Our findings demonstrated the utility of C-MOGQ in measuring gaming motives of Chinese online gamers, and we recommend the consideration of both its total score and subscale scores in future studies.
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Affiliation(s)
- Anise M. S. Wu
- Department of Psychology, Faculty of Social Sciences,
University of Macau, Taipa, Macau,
China
| | - Mark H. C. Lai
- School of Education, University of
Cincinnati, Cincinnati, OH, USA
| | - Shu Yu
- Department of Psychology, Faculty of Social Sciences,
University of Macau, Taipa, Macau,
China
| | - Joseph T. F. Lau
- The Jockey Club School of Public Health and Primary
Care, The Chinese University of Hong Kong, Hong Kong,
China
- Shenzhen Research Institute, The Chinese
University of Hong Kong, Shenzhen, China
| | - Man-wai Lei
- Department of Psychology, Faculty of Social Sciences,
University of Macau, Taipa, Macau,
China
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25
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Bonny JW, Castaneda LM. Number processing ability is connected to longitudinal changes in multiplayer online battle arena skill. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2016.10.005] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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26
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How passion and impulsivity influence a player's choice of videogame, intensity of playing and time spent playing. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2016.09.029] [Citation(s) in RCA: 25] [Impact Index Per Article: 3.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/23/2022]
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Carbonell X, Guardiola E, Fuster H, Gil F, Panova T. Trends in Scientific Literature on Addiction to the Internet, Video Games, and Cell Phones from 2006 to 2010. Int J Prev Med 2016; 7:63. [PMID: 27141282 PMCID: PMC4837796 DOI: 10.4103/2008-7802.179511] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/16/2014] [Accepted: 01/21/2016] [Indexed: 11/04/2022] Open
Abstract
BACKGROUND The goals of the present work were to retrieve the scientific articles published on addiction to the Internet, video games, and cell phones and to analyze the pattern of publications in this area (who is doing the research, when and where it is taking place, and in which journals it is being published), to determine the research being conducted as well as to document geographical trends in publication over time in three types of technological addictions: Internet, cell phones, and video games. METHODS Articles indexed in PubMed and PsycINFO between 2006 and 2010 related to the pathological use of Internet, cell phones, and video games were retrieved. Search results were reviewed to eliminate articles that were not relevant or were duplicates. RESULTS Three hundred and thirty valid articles were retrieved from PubMed and PsycINFO from 2006 to 2010. Results were compared with those of 1996-2005. The year with the highest number of articles published was 2008 (n = 96). The most productive countries, in terms of number of articles published, were China (n = 67), the United States (n = 56), the United Kingdom (n = 47), and Taiwan (n = 33). The most commonly used language was English (70.3%), followed by Chinese (15.4%). Articles were published in 153 different journals. The journal that published the most articles was Cyberpsychology and Behavior (n = 73), followed by Chinese Journal of Clinical Psychology (n = 27) and International Journal of Mental Health and Addiction (n = 16). Internet was the area most frequently studied, with an increasing interest in other areas such as online video games and cell phones. CONCLUSIONS The number of publications on technological addictions reached a peak in 2008. The scientific contributions of China, Taiwan, and Korea are overrepresented compared to other scientific fields such as drug addiction. The inclusion of Internet Gaming Disorder in the Diagnostic and Statistical Manual of Mental Disorders, 5(th) Edition could change the publication trends in the technological addiction area and underline the relevance of this upcoming disorder in dissatisfaction with life in general.
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Affiliation(s)
- Xavier Carbonell
- Department of Psychology, FPCEE Blanquerna, Universitat Ramon Llull, Barcelona, Spain
| | - Elena Guardiola
- Department of Experimental and Health Sciences, Universitat Pompeu Fabra, Barcelona, Spain
| | - Héctor Fuster
- Department of Psychology, FPCEE Blanquerna, Universitat Ramon Llull, Barcelona, Spain
| | - Frederic Gil
- Department of Psychology, FPCEE Blanquerna, Universitat Ramon Llull, Barcelona, Spain
| | - Tayana Panova
- Department of Psychology, FPCEE Blanquerna, Universitat Ramon Llull, Barcelona, Spain
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28
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Fuster H, Carbonell X, Pontes HM, Griffiths MD. Spanish validation of the Internet Gaming Disorder-20 (IGD-20) Test. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2015.11.050] [Citation(s) in RCA: 20] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
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29
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Howard MC, Jayne BS. An analysis of more than 1,400 articles, 900 scales, and 17 years of research: the state of scales in cyberpsychology, behavior, and social networking. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2015; 18:181-7. [PMID: 25751050 DOI: 10.1089/cyber.2014.0418] [Citation(s) in RCA: 14] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/25/2022]
Abstract
Cyberpsychology is a recently emergent field that examines the impact of technology upon human cognition and behavior. Given its infancy, authors have rapidly created new measures to gauge their constructs of interest. Unfortunately, few of these authors have had the opportunity to test their scales' psychometric properties and validity. This is concerning, as many theoretical assumptions may be founded upon scales with inadequate attributes. If this were found to be true, then previous findings in cyberpsychology studies would need to be retested, and future research would need to shift its focus to creating psychometrically sound and valid measures. To provide inferences on this concern, the current study examines the article reporting, scale creation, and scale reliabilities of every article published in Cyberpsychology, Behavior, and Social Networking from its inception to July 2014. The final data set encompassed the coding of 1,478 individual articles, including 921 scales, and spanning 17 years. The results demonstrate that the simple survey methodology has become more popular over time. Authors are gradually applying empirically tested scales. However, self-created measures are still the most popular, leading to concerns about the measures' validity. Also, the use of multi-item measures has increased over time, but many articles still fail to report adequate information to assess the reliability of the applied scales. Lastly, the average scale reliability is 0.81, which barely meets standard cutoffs. Overall, these results are not overly concerning, but suggestions are given on methods to improve the reporting of measures, the creation of scales, and the state of cyberpsychology.
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Affiliation(s)
- Matt C Howard
- Industrial/Organizational Psychology, The Pennsylvania State University, University Park , Pennsylvania
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