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López-Fernández FJ, Mezquita L, Vidal-Arenas V, Michelini Y, Bravo AJ, Pilatti A, Ortet G, Ibáñez MI. Big five personality traits, gaming motives, and regular and disordered gaming: A cross-national examination among college student gamers in seven countries. Addict Behav 2024; 156:108049. [PMID: 38733950 DOI: 10.1016/j.addbeh.2024.108049] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/12/2024] [Revised: 04/22/2024] [Accepted: 04/30/2024] [Indexed: 05/13/2024]
Abstract
INTRODUCTION Previous research has shown that personality traits and gaming motives are important predictors for explaining regular and disordered gaming. However, the mediating role of gaming motives in the relation between personality traits and video game outcomes (e.g., time spent gaming or disordered gaming) has been scarcely studied and limited cross-national studies have addressed this issue. The present study aimed to examine the direct and indirect effects of the Big Five personality traits on weekly gaming and disordered gaming via gaming motives across seven countries. METHOD 3540 college student gamers (59.5% women) from the U.S., Canada, Spain, Argentina, Uruguay, South Africa and England completed the online survey. Structural equation modeling was conducted to test models. Multigroup models were employed to test model invariance across countries. RESULTS Significant, albeit weak, relations were found between personality traits and gaming outcomes, and were mediated mostly by coping motives in predicting disordered gaming, and by social interaction and recreation (to a lesser extent) motives in predicting weekly gaming. Some minor, yet significant, differences across countries appeared and are discussed in detail. DISCUSSION The present findings indicate that the differential interrelations between personality traits, gaming motives, and video gaming outcomes may be generalized in college students across countries.
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Affiliation(s)
- Francisco J López-Fernández
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Spain
| | - Laura Mezquita
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Spain; Instituto de Salud Carlos III, Centro de Investigación Biomédica en Red de Salud Mental (CIBERSAM), Castelló de la Plana, Spain.
| | - Verónica Vidal-Arenas
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Spain
| | - Yanina Michelini
- Facultad de Psicología, Universidad Nacional de Córdoba, Instituto de Investigaciones Psicológicas, IIPsi (CONICET-UNC), Córdoba, Argentina
| | - Adrian J Bravo
- Department of Psychological Sciences, William & Mary, Williamsburg, VA, USA
| | - Angelina Pilatti
- Facultad de Psicología, Universidad Nacional de Córdoba, Instituto de Investigaciones Psicológicas, IIPsi (CONICET-UNC), Córdoba, Argentina
| | - Generós Ortet
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Spain; Instituto de Salud Carlos III, Centro de Investigación Biomédica en Red de Salud Mental (CIBERSAM), Castelló de la Plana, Spain
| | - Manuel I Ibáñez
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Spain; Instituto de Salud Carlos III, Centro de Investigación Biomédica en Red de Salud Mental (CIBERSAM), Castelló de la Plana, Spain
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Bäcklund C, Sörman DE, Gavelin HM, Király O, Demetrovics Z, Ljungberg JK. Comparing psychopathological symptoms, life satisfaction, and personality traits between the WHO and APA frameworks of gaming disorder symptoms: A psychometric investigation. Scand J Psychol 2024; 65:665-682. [PMID: 38475668 DOI: 10.1111/sjop.13010] [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: 07/06/2023] [Revised: 12/07/2023] [Accepted: 01/27/2024] [Indexed: 03/14/2024]
Abstract
INTRODUCTION The inclusion of Internet Gaming Disorder (IGD) in the fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) by the American Psychiatric Association and Gaming Disorder in the 11th revision of the International Classification of Diseases (ICD-11) by the World Health Organization requires consistent psychological measures for reliable estimates. The current study aimed to investigate the psychometric properties of the Gaming Disorder Test (GDT), the Ten-Item Internet Gaming Disorder Test (IGDT-10), and the Five-Item Gaming Disorder Test (GDT-5) and to compare the WHO and the APA frameworks of gaming disorder symptoms in terms of psychopathological symptoms, life satisfaction, and personality traits. METHODS A sample of 723 Swedish gamers was recruited (29.8% women, 68.3% men, 1.9% other, Mage = 29.50 years, SD = 8.91). RESULTS The results indicated notable differences regarding the estimated possible risk groups between the two frameworks. However, the association between gaming disorder symptoms and personality traits, life satisfaction, and psychopathological symptoms appeared consistent across the two frameworks. The results showed excellent psychometric properties in support of the one-factor model of the GDT, IGDT-10, and GDT-5, including good reliability estimates (McDonald's omega) and evidence of construct validity. Additionally, the results demonstrated full gender and age measurement invariance of the GDT, IGDT-10, and GDT-5, indicating that gaming disorder symptoms are measured equally across the subgroups. CONCLUSION These findings demonstrate that the IGDT-10, GDT-5, and GDT are appropriate measures for assessing gaming disorder symptoms and facilitating future research in Sweden.
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Affiliation(s)
- Christian Bäcklund
- Department of Health, Education and Technology, Luleå University of Technology, Luleå, Sweden
| | - Daniel Eriksson Sörman
- Department of Health, Education and Technology, Luleå University of Technology, Luleå, Sweden
| | | | - Orsolya Király
- 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
| | - Jessica K Ljungberg
- Department of Health, Education and Technology, Luleå University of Technology, Luleå, Sweden
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Wang L, Chen Y, Li Z, Zhou Y, Li J, Lv X, Yu Z, Gao X. The Influences of Adverse Childhood Experiences and Social Support on Male Teenagers' Gaming Motivation: A Moderated Network Analysis. J Pediatr Health Care 2024; 38:486-496. [PMID: 38456863 DOI: 10.1016/j.pedhc.2024.02.002] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/18/2023] [Revised: 02/07/2024] [Accepted: 02/07/2024] [Indexed: 03/09/2024]
Abstract
INTRODUCTION Strong gaming motivations can lead to gaming-related health problems, but how gaming motivations are formed is unclear. Therefore, we examined the impact of early life experiences on gaming motivations. METHODS Questionnaire data on the gaming motivations, adverse childhood experiences, and social support of 2,171 teenaged online game players were modeled using moderated network analysis. RESULTS All adverse childhood experience components positively correlated with achievement and escapism motivations (weight range: 0.08-0.40). Social support from friends (weight = -0.04) negatively moderated the relationship between achievement motivation and other adverse childhood experiences and positively moderated (weight = 0.01) the relationship between escapism motivation and familial dysfunction. DISCUSSION The findings indicate that adverse childhood experiences foster negative gaming motivations. Additionally, social support moderates the relationship between adverse childhood experiences and gaming motivations. These findings offer valuable insights that nursing practitioners can apply to gaming-related health problem interventions and prevention in teenagers.
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Affiliation(s)
- Ling Wang
- Ling Wang, Psychological counselor, Faculty of Psychology, Southwest University, Chongqing, China.; Ling Wang, Psychological counselor, Key Laboratory of Cognition and Personality, Ministry of Education, Southwest University, Chongqing, China
| | - Yanyuan Chen
- Yanyuan Chen, Vice president of Huawei Technical School, Chongqing, China
| | - Zhen Li
- Zhen Li, Psychological counselor, School of Education, Sichuan Vocational and Technical College, Suining, China
| | - Yuhong Zhou
- Yuhong Zhou, Psychological counselor, Faculty of Psychology, Southwest University, Chongqing, China
| | - Jiayu Li
- Jiayu Li, Psychological counselor, Faculty of Psychology, Southwest University, Chongqing, China
| | - Xin Lv
- Xin Lv, Faculty of Psychology, Southwest University, Chongqing, China
| | - Zhixiang Yu
- Zhixiang Yu, Faculty of Psychology, Southwest University, Chongqing, China
| | - Xuemei Gao
- Xuemei Gao, Professor of psychology, Faculty of Psychology, Southwest University, Chongqing, China.; Xuemei Gao, Professor of psychology, Key Laboratory of Cognition and Personality, Ministry of Education, Southwest University, Chongqing, China..
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Infanti A, Valls-Serrano C, Billieux J, Perales JC. Psychometric Properties of the Spanish Motives for Online Gaming Questionnaire in a Sample of College Students. THE SPANISH JOURNAL OF PSYCHOLOGY 2024; 27:e16. [PMID: 38801093 DOI: 10.1017/sjp.2024.16] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/29/2024]
Abstract
This study investigates the psychometric properties of the Spanish version of the Motives for Online Gaming Questionnaire (MOGQ). We explored the factor structure and construct validity of the MOGQ through its relationships with gaming disorder symptoms (IGD-20) and impulsivity traits. We also analyzed if sociodemographic variables and gaming habits were related to gaming motives. An online cross-sectional survey was completed by 845 college students. Structure validity was examined using a combination of exploratory and confirmatory factor analyses, which supported a bifactor model composed of a general motivation factor and six uncorrelated factors (a mixed factor composed of escape and coping, competition, recreation, skill, social, and fantasy). Omega-hierarchical and omega coefficients were used to determine reliability of the MOGQ. The scale presented acceptable reliability for the general factor (ωh = .79) and the specific factor scores (social ω = .79, escape/coping ω = .81, competition ω = .79, skill ω = .84, fantasy ω = .82, and recreation ω = .70). Positive associations were observed between the MOGQ and the IGD-20 symptoms, with escape/coping (r = .48) and fantasy (r =.40) showing the strongest ones. Null or low correlations were observed with impulsivity traits. Motives to play varied significantly across genders. These findings provide evidence that the Spanish version of the MOGQ is a reliable and valid tool to assess motives to play online games.
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Mazaherizadeh A, Taherifar Z, Farahani H, Hussain Z. Screened realities: a Grounded Theory exploration of gaming disorder dynamics among Iranian male adolescents. Front Psychiatry 2024; 15:1357211. [PMID: 38784163 PMCID: PMC11112703 DOI: 10.3389/fpsyt.2024.1357211] [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: 01/18/2024] [Accepted: 04/11/2024] [Indexed: 05/25/2024] Open
Abstract
Introduction The increasing prevalence of gaming Disorder (GD) among adolescents has become a global concern. Despite the rising number of studies investigating GD, the cultural and socio-economic factors influencing GD with a qualitative approach are scarce. This study aims to explore the underlying factors, processes, and consequences of GD among Iranian male adolescents and contextual factors related to GD within Iran's unique socio-cultural and psychological tapestry. Methods The study used a qualitative design based on the Grounded Theory Method (GTM). The researchers conducted semi-structured interviews with 13 male adolescents aged 15-18 who Dignasoed according to DSM-5 and ICD-11 criteria. The interviews were transcribed and analyzed using the GTM approach, which involves open, axial, and selective coding. Results The study revealed nine main themes and a core category: (1) interaction seeking, (2) encounter and familiarize with games, (3) games attraction, (4) Socialization, (5) game careerism, (6) dexterity, (7) lack and compensation, (8) physical harm, territorial-cultural barrier, (9) second life, and ''life crafting'' as the core category. Discussion The study's findings provide valuable insights into the cultural and socio-economic factors influencing GD among Iranian male adolescents. For example, Iran's economic conditions make adolescents choose gaming as their job and try to earn money in this way, which makes them more dependent on gaming. On the other hand, communities related to games play an essential role in the identity development of adolescents with GD.
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Affiliation(s)
| | - Zahra Taherifar
- Department of Psychology, University of Tehran, Tehran, Iran
| | | | - Zaheer Hussain
- School of Social Sciences, Nottingham Trent University, Nottingham, United Kingdom
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André F, Bore P, Toresson T, Andersson M, Claesdotter-Knutsson E. The relationship between game genre, monetization strategy and symptoms of gaming disorder in a clinical sample of adolescents. Ups J Med Sci 2024; 129:10386. [PMID: 38571884 PMCID: PMC10989217 DOI: 10.48101/ujms.v129.10386] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/20/2023] [Revised: 01/09/2023] [Accepted: 01/09/2023] [Indexed: 04/05/2024] Open
Abstract
Background Gaming disorder (GD) has been introduced as a new diagnosis in the International Classification of Disease 11 (ICD-11). Currently, there's limited understanding of how various video games may differentially contribute to the risk of developing GD. The main aim of this study was to examine the relationship between individuals' game genre preferences, their preferred games' monetization strategies, and GD Symptoms. Methods A total of 85 patients undergoing treatment for GD at a child and youth psychiatric clinic were included in the study. Their preferred games were classified into five novel genres based on gameplay similarities and objectives, and further categorized based on their monetization strategy. Results Symptom burden of GD, measured with Game Addiction Scale for Adolescents (GASA), was highest for those playing Free-to-Play (F2P) games and lowest for Pay-to-Play (P2P) players. Players of Competitive Games endorsed higher GD symptom burden, whereas players of Story-driven games reported lower GD symptom burden. Symptoms of GD were associated with attention-deficit hyperactivity disorder (ADHD) diagnosis in males. Conclusions This study reveals that game genre preference is influenced by sex, age, and certain psychiatric diagnoses. The categorizing of games into genres is increasingly complex and our research introduces a novel categorization in a developing research field. The result of this study suggests that the monetization model is important to consider while trying to understand the relationship between game characteristics and GD symptoms.
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Affiliation(s)
- Frida André
- Lund University, Faculty of Medicine, Department of Clinical Sciences Lund, Section for Psychiatry, Lund, Sweden
| | - Per Bore
- Lund University, Faculty of Medicine, Department of Clinical Sciences Lund, Section for Psychiatry, Lund, Sweden
- Region Skåne, Malmö Addiction Center, Clinical Addiction Research Unit, Malmö, Sweden
| | | | - Mitchell Andersson
- Lund University, Faculty of Medicine, Department of Clinical Sciences Lund, Section for Psychiatry, Lund, Sweden
- Region Skåne, Malmö Addiction Center, Clinical Addiction Research Unit, Malmö, Sweden
| | - Emma Claesdotter-Knutsson
- Lund University, Faculty of Medicine, Department of Clinical Sciences Lund, Section for Psychiatry, Lund, Sweden
- Region Skåne, Child and Adolescent Psychiatry, Regional Outpatient Care, Lund University Hospital, Lund, Sweden
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Porcher S. Internet gaming disorder: the four needs of the addiction. Front Psychiatry 2024; 15:1341140. [PMID: 38439789 PMCID: PMC10909815 DOI: 10.3389/fpsyt.2024.1341140] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/11/2023] [Accepted: 02/02/2024] [Indexed: 03/06/2024] Open
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Stavropoulos V, Zarate D, Prokofieva M, Van de Berg N, Karimi L, Gorman Alesi A, Richards M, Bennet S, Griffiths MD. Deep learning(s) in gaming disorder through the user-avatar bond: A longitudinal study using machine learning. J Behav Addict 2023; 12:878-894. [PMID: 37943343 PMCID: PMC10786223 DOI: 10.1556/2006.2023.00062] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/17/2023] [Revised: 09/04/2023] [Accepted: 10/10/2023] [Indexed: 11/10/2023] Open
Abstract
Background and aims Gaming disorder [GD] risk has been associated with the way gamers bond with their visual representation (i.e., avatar) in the game-world. More specifically, a gamer's relationship with their avatar has been shown to provide reliable mental health information about the user in their offline life, such as their current and prospective GD risk, if appropriately decoded. Methods To contribute to the paucity of knowledge in this area, 565 gamers (Mage = 29.3 years; SD =10.6) were assessed twice, six months apart, using the User-Avatar-Bond Scale (UABS) and the Gaming Disorder Test. A series of tuned and untuned artificial intelligence [AI] classifiers analysed concurrently and prospectively their responses. Results Findings showed that AI models learned to accurately and automatically identify GD risk cases, based on gamers' reported UABS score, age, and length of gaming involvement, both concurrently and longitudinally (i.e., six months later). Random forests outperformed all other AIs, while avatar immersion was shown to be the strongest training predictor. Conclusion Study outcomes demonstrated that the user-avatar bond can be translated into accurate, concurrent and future GD risk predictions using trained AI classifiers. Assessment, prevention, and practice implications are discussed in the light of these findings.
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Affiliation(s)
- Vasileios Stavropoulos
- Department of Psychology, Applied Health, School of Health and Biomedical Sciences, RMIT University, Australia
- National and Kapodistrian University of Athens, Greece
| | - Daniel Zarate
- Department of Psychology, Applied Health, School of Health and Biomedical Sciences, RMIT University, Australia
| | | | | | - Leila Karimi
- Department of Psychology, Applied Health, School of Health and Biomedical Sciences, RMIT University, Australia
| | | | | | | | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, UK
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Burén J, Nutley SB, Thorell LB. Screen time and addictive use of gaming and social media in relation to health outcomes. Front Psychol 2023; 14:1258784. [PMID: 38192395 PMCID: PMC10773792 DOI: 10.3389/fpsyg.2023.1258784] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/14/2023] [Accepted: 10/26/2023] [Indexed: 01/10/2024] Open
Abstract
Introduction This study examined associations between screen time and addictive use (i.e., heavy involvement and negative consequences) of gaming and social media, and their independent effects on health outcomes. Methods Survey data were collected from 2,265 participants (mean age = 21.57). Internet Gaming Disorder (IGD) and Social Media Disorder (SMD) were measured with the Gaming and Social Media Questionnaire (GSMQ-9), with separate measures for heavy involvement and negative consequences. Screen time was measured by weekly hours of gaming and social media. Assessed health outcomes were psychological problems, low self-concept, social problems, sleep problems, and sleep time. Results Screen time and addictive use were significantly associated for both gaming and social media, with associations being stronger for symptoms of heavy involvement compared to symptoms of negative consequences. However, despite significant associations, a substantial proportion of the participants with a high screen time did not meet any or just one symptom of addiction. More importantly, it was primarily negative consequences that had independent effects on health outcomes, except for sleep. High levels of heavy involvement in gaming, were even related to lower, not higher, levels of psychological problems. Conclusion The present findings study show that screen time is a poor indicator of addictive use of gaming and social media. Given that it was primarily negative consequences of gaming or social media that had effects on health outcomes, our study also emphasizes the need to distinguish between different types of addictive use and to further examine the diagnostic validity of the nine IGD symptom criteria.
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Affiliation(s)
- Jonas Burén
- Department of Clinical Neuroscience, Karolinska Institutet, Stockholm, Sweden
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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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Cudo A, Kopiś-Posiej N, Griffiths MD. The Role of Self-Control Dimensions, Game Motivation, Game Genre, and Game Platforms in Gaming Disorder: Cross-Sectional and Longitudinal Findings. Psychol Res Behav Manag 2023; 16:4749-4777. [PMID: 38024654 PMCID: PMC10676672 DOI: 10.2147/prbm.s435125] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/07/2023] [Accepted: 10/31/2023] [Indexed: 12/01/2023] Open
Abstract
Introduction Gaming disorder (GD) is the result of an interplay between gaming-related factors, individual factors, and environmental factors. Current research primarily highlights single types of factors. Consequently, the present study simultaneously analyzed the role of individual factors, such as self-control dimensions and motives for gaming, and gaming-related factors, such as game genres, and gaming platforms in GD among female and male gamers. Additionally, the study provides a comprehensive analysis of these factors in relation to GD both cross-sectionally (Study 1) and longitudinally (Study 2). Methods Study 1 comprised 620 active gamers (M=22.16 years; SD=2.99), and Study 2 comprised 405 active gamers (M=28.05 years; SD=4.51). The instruments used in the studies included the Gaming Disorder Test, the nine-item Internet Gaming Disorder Short-Form (IGDS9-SF), Motives for Online Gaming Questionnaire, Video Game Questionnaire, and Self-Knowledge New Sheet. Results The results showed that GD was associated with (i) self-control deficits associated with difficulties in implementation control and taking actions related to goals without unnecessary delay, (ii) retaining information about intentions and long-term plans, (iii) refraining from immediate, impulsive behavior, and (iv) inhibiting emotional reactions. GD was also associated primarily with escape, coping, and competition motives for gaming. However, the longitudinal study showed that social, fantasy, and skill-development motives were also related to GD development over time. The action game genres associated with GD but were not very important for GD over time. The cross-sectional study results indicated a negative relationship between GD and tablets and consoles used as gaming platforms. However, the longitudinal study showed that desktop computers and consoles use as gaming platforms were associated with the GD over time. Moreover, gaming-related factors explained only 9% of the variance in the GD model among female gamers and only 10% of the variance in the GD model among male gamers in cross-sectional study. In contrast, individual factors such as self-control dimensions and gaming motivation explained 32% of the variance in the GD model among both female and male gamers. Conclusion Individual factors, such as self-control dimensions and motives for gaming, were more important in explaining GD than gaming-related factors, such as game genres and gaming platforms. Moreover, self-control deficits and motivation related to escape, coping and competence can be important factors to consider in the prevention and treatment of GD.
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Affiliation(s)
- Andrzej Cudo
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
| | - Natalia Kopiś-Posiej
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
- Department of Clinical Neuropsychiatry, Medical University of Lublin, Lublin, Poland
| | - Mark D Griffiths
- International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
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Demko Z, Liu T, Curtis B, Green CS. Development of a Novel Method of Assessing Potential Loss of Control in Internet Gaming Disorder. TECHNOLOGY, MIND, AND BEHAVIOR 2023; 4. [PMID: 39006169 PMCID: PMC11244577 DOI: 10.1037/tmb0000119] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 07/16/2024]
Abstract
As video game play has increased in popularity, so too have reports that a subset of individuals play games in a way that causes negative consequences to their lives, which has resulted in the proposed inclusion of Internet Gaming Disorder (IGD) as a formal mental health diagnosis. Given the mass popularity of video games, it is critical that screening materials for this proposed disorder are sufficiently sensitive to ensure that individuals who suffer harm are identified, while those who do not are not mislabeled as such. Here we examined the extent to which participants' responses to a typical IGD questionnaire predicted academic behaviors that could be associated with harm. We recruited 42 college students and tracked their gaming and studying habits weekly over the course of one semester, taking particular note of weeks in which participants did or did not have exams. We predicted that college students overall would spend less time engaging with video games and more time with academics when they had exams, but such modulations would be smaller among individuals with more initial IGD symptoms (i.e., the "more IGD symptoms" group, as compared to the "fewer IGD symptoms" group, would show loss of control). We did not find that college students overall spent less time engaging with video games and more time with academics when they had exams, but post-hoc effect size analyses indicated that our study was underpowered. Implications of potential results using this methodology are discussed and estimates of powerful sample sizes are provided.
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Affiliation(s)
- Zachary Demko
- Department of Psychological & Brain Sciences, University of Iowa
| | - Tingting Liu
- Technology and Translational Research Unit, National Institute on Drug Abuse Intramural Research Program
- Positive Psychology Center, University of Pennsylvania
| | - Brenda Curtis
- Technology and Translational Research Unit, National Institute on Drug Abuse Intramural Research Program
| | - C Shawn Green
- Department of Psychology, University of Wisconsin - Madison
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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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Scalone A, Santoro G, Cavallo J, Melita A, Gori A, Schimmenti A. Press Play to Feel: The Role of Attachment Styles and Alexithymic Features in Problematic Gaming. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2023; 20:6910. [PMID: 37887648 PMCID: PMC10606141 DOI: 10.3390/ijerph20206910] [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: 07/21/2023] [Revised: 10/06/2023] [Accepted: 10/08/2023] [Indexed: 10/28/2023]
Abstract
Problematic gaming has been consistently associated with insecure attachment styles and alexithymia. However, there is limited knowledge regarding the impact of specific alexithymic features and insecure attachment styles on problematic gaming. The study included a sample of 358 online game players (242 males, 67.6%) between the ages of 18 and 59 (M = 28.46; SD = 8.76) who were recruited from online gaming communities. The participants completed a sociodemographic schedule and measures on attachment styles, alexithymia, and problematic gaming. The results provide evidence for a positive prediction of problematic gaming by dismissing attachment style and the alexithymic factors concerning the difficulty identifying feelings and externally oriented thinking, even when controlling for potentially confounding factors, such as age, sex, education, marital status, and self-reported time devoted to online games. Additionally, the analysis revealed a significant interaction effect between externally oriented thinking and dismissing attachment style in the prediction of problematic gaming. The interaction implies that the alexithymia factors pertaining to externally oriented thinking hold significant relevance in predicting problematic gaming behaviors, especially in cases where dismissive attachment levels are moderately to highly present. These findings emphasize the significance of considering specific insecure attachment styles and alexithymic features when studying problematic gaming behaviors.
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Affiliation(s)
- Andrea Scalone
- Faculty of Human and Social Sciences, UKE—Kore University of Enna, Piazza dell’Università, 94100 Enna, Italy; (A.S.); (J.C.); (A.M.); (A.S.)
| | - Gianluca Santoro
- Faculty of Human and Social Sciences, UKE—Kore University of Enna, Piazza dell’Università, 94100 Enna, Italy; (A.S.); (J.C.); (A.M.); (A.S.)
| | - Josephin Cavallo
- Faculty of Human and Social Sciences, UKE—Kore University of Enna, Piazza dell’Università, 94100 Enna, Italy; (A.S.); (J.C.); (A.M.); (A.S.)
| | - Alessandra Melita
- Faculty of Human and Social Sciences, UKE—Kore University of Enna, Piazza dell’Università, 94100 Enna, Italy; (A.S.); (J.C.); (A.M.); (A.S.)
| | - Alessio Gori
- Department of Health Sciences, University of Florence, Via di San Salvi 12, Pad. 26, 50135 Florence, Italy;
- Integrative Psychodynamic Psychotherapy Institute (IPPI), Via Ricasoli 32, 50122 Florence, Italy
| | - Adriano Schimmenti
- Faculty of Human and Social Sciences, UKE—Kore University of Enna, Piazza dell’Università, 94100 Enna, Italy; (A.S.); (J.C.); (A.M.); (A.S.)
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15
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Hofstedt A, Mide M, Arvidson E, Ljung S, Mattiasson J, Lindskog A, Söderpalm-Gordh A. Pilot data findings from the Gothenburg treatment for gaming disorder: a cognitive behavioral treatment manual. Front Psychiatry 2023; 14:1162492. [PMID: 37346899 PMCID: PMC10280023 DOI: 10.3389/fpsyt.2023.1162492] [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: 02/09/2023] [Accepted: 05/08/2023] [Indexed: 06/23/2023] Open
Abstract
Background Gaming disorder (GD) is a new diagnosis included in the latest edition of the International Classification of Disease -11. Recently conducted international studies suggest a prevalence rate close to 2% for GD, highlighting the need for effective treatments for this patient population. Internationally there are few studies investigating effective treatments specifically designed for this condition. In this pilot study, we wanted to test a newly developed method, the Gothenburg Treatment for Gaming Disorder (GOT-TO-GO) manual; a 15-week cognitive behavioral therapy treatment for GD. Method This study utilized a single group design with pretest, post-test and a three- and six-month follow-up, with measures of severity of GD and mood. The participants (n = 28) were treatment-seeking adults with GD, aged 17 to 49 years. Results The results show a statistically significant decrease in symptoms of GD after treatment. Hours of gaming per week also decreased concomitantly with a 100% increase in non-gaming leisure hours. The decrease in symptoms of GD was maintained at the 3-months follow-up after treatment. Correspondingly we saw a decrease in both depression and anxiety that also was upheld 3 months after treatment. Conclusion As GD is a new diagnostic concept more research is needed, also taking psychiatric comorbidity into consideration, to arrive at evidence-based conclusions regarding effective treatments. Considering the promising results in this small pilot study with large behavioral changes and reduced symptoms of GD, upheld at least 3 months after treatment, a larger randomized controlled study is warranted.Clinical Trial Registration: https://www.clinicaltrials.gov/ct2/show/study/NCT05328596?term=NCT05328596&draw=2&rank=1, identifier NCT05328596.
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Affiliation(s)
- Annika Hofstedt
- Institute of Neuroscience and Physiology, Sahlgrenska Academy, University of Gothenburg, Gothenburg, Sweden
- Department of Addiction and Dependency, Sahlgrenska University Hospital, Gothenburg, Sweden
| | - Mikael Mide
- Institute of Neuroscience and Physiology, Sahlgrenska Academy, University of Gothenburg, Gothenburg, Sweden
- Department of Addiction and Dependency, Sahlgrenska University Hospital, Gothenburg, Sweden
| | - Elin Arvidson
- Department of Addiction and Dependency, Sahlgrenska University Hospital, Gothenburg, Sweden
| | - Sofia Ljung
- Department of Addiction and Dependency, Sahlgrenska University Hospital, Gothenburg, Sweden
| | - Jessica Mattiasson
- Department of Addiction and Dependency, Sahlgrenska University Hospital, Gothenburg, Sweden
| | - Amanda Lindskog
- Department of Addiction and Dependency, Sahlgrenska University Hospital, Gothenburg, Sweden
| | - Anna Söderpalm-Gordh
- Institute of Neuroscience and Physiology, Sahlgrenska Academy, University of Gothenburg, Gothenburg, Sweden
- Department of Addiction and Dependency, Sahlgrenska University Hospital, Gothenburg, Sweden
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16
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Michelini Y, Ibáñez MI, Pilatti A, Bravo AJ, López-Fernández FJ, Ortet G, Mezquita L. Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives Questionnaire. Addict Behav 2023; 140:107624. [PMID: 36701906 DOI: 10.1016/j.addbeh.2023.107624] [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: 09/06/2022] [Revised: 12/27/2022] [Accepted: 01/16/2023] [Indexed: 01/22/2023]
Abstract
INTRODUCTION Gaming motives appear to be an important predictor of time spent gaming and disordered gaming. The Videogaming Motives Questionnaire (VMQ) has shown adequate psychometric properties to assess gaming motives among Spanish college students. However, the utility of this measure has not yet been explored in other cultures. This research aimed to examine the structure and measurement invariance of the VMQ across seven countries and gender groups, and to provide criterion-related validity evidence for VMQ scores. METHOD College students who reported having played videogames in the last year (n = 5192; 59.07 % women) from the US, Canada, South Africa, Spain, Argentina, England, and Uruguay completed an online survey to measure time spent gaming, disordered gaming, and the VMQ. RESULTS Findings support a 24-item 8-intercorrelated factor model structure for the VMQ in the total sample. Our results also support configural, metric, and scalar invariance of the VMQ across gender groups and countries. Students from North America (US and Canada) scored higher on most gaming motives (except recreation and cognitive development) than students from the other countries. The correlations between VMQ and non-VMQ variables were similar across gender and countries, except in England where VMQ correlations with time spent gaming were stronger. DISCUSSION These results suggest that the VMQ is a useful measure for assessing gaming motives across young adults from different countries.
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Affiliation(s)
- Yanina Michelini
- Universidad Nacional de Córdoba, Facultad de Psicología, Instituto de Investigaciones Psicológicas, IIPsi, CONICET, Córdoba, Argentina
| | - Manuel I Ibáñez
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Castellón, Spain; Centre for Biomedical Research Network on Mental Health (CIBERSAM), Instituto de Salud Carlos III, Castellón de la Plana, Castellón, Spain
| | - Angelina Pilatti
- Universidad Nacional de Córdoba, Facultad de Psicología, Instituto de Investigaciones Psicológicas, IIPsi, CONICET, Córdoba, Argentina
| | - Adrian J Bravo
- Department of Psychological Sciences, William & Mary, Williamsburg, VA, USA
| | - Francisco J López-Fernández
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Castellón, Spain
| | - Generós Ortet
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Castellón, Spain; Centre for Biomedical Research Network on Mental Health (CIBERSAM), Instituto de Salud Carlos III, Castellón de la Plana, Castellón, Spain
| | - Laura Mezquita
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Castellón, Spain; Centre for Biomedical Research Network on Mental Health (CIBERSAM), Instituto de Salud Carlos III, Castellón de la Plana, Castellón, Spain.
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17
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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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