Gaming to cope: Applying network analysis to understand the relationship between posttraumatic stress symptoms and internet gaming disorder symptoms among disaster-exposed Chinese young adults

2021 ◽  
pp. 107096
Author(s):  
Guangzhe Frank Yuan ◽  
Wei Shi ◽  
Jon D. Elhai ◽  
Christian Montag ◽  
Kay Chang ◽  
...  
Author(s):  
Bryant Pui Hung Hui ◽  
Anise M. S. Wu ◽  
Nicolson Y. F. Siu ◽  
Ming-Lun Chung ◽  
Ngai Pun

Given the increasing popularity of online game playing, the negative impacts of game addiction on both adolescents and adults attracted our attention. Previous studies based on the self-determination theory have examined the effects of the three basic psychological needs of autonomy, competence, and relatedness on problematic video game playing among Chinese young adults. Yet, as more evidence emerged pointing to the possible relation between need dissatisfaction and higher vulnerability for ill-being and psychopathology, the present study aimed to incorporate the impacts of both satisfaction and dissatisfaction for autonomy, competence, and relatedness in explaining Internet gaming disorder (IGD), a condition that may in turn impede eudaimonic well-being as indicated by flourishing. In a self-administered online survey with a valid sample of 1200 Chinese young adults aged 18–24 years (mean age = 19.48 years), the prevalence of probable IGD (for those who reported five or more symptoms in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) symptom list for IGD) was 7.5%. Our results showed that relatedness dissatisfaction positively predicted IGD symptoms after controlling for other need satisfaction and dissatisfaction. Also, flourishing was found to be negatively predicted by IGD. Finally, IGD was found to mediate the effect of relatedness dissatisfaction on flourishing. Our findings suggested a risk factor of relatedness dissatisfaction in predicting IGD, thereby significantly predicting flourishing.


2021 ◽  
Vol 11 ◽  
Author(s):  
Jiawen Zhang ◽  
Hui Zhou ◽  
Fengji Geng ◽  
Xiaolan Song ◽  
Yuzheng Hu

As a primary symptom defining Internet gaming disorder (IGD), preoccupation indicates a mind state in which gamers think about a gaming activity so much that other things appear less important and/or interesting to them. Previous studies have examined the negative impacts of IGD on both cognitive and affective functions, yet no study has investigated the influence of IGD on daily mind state changes that interfere with ongoing tasks. The current study hypothesized that more IGD symptoms lead to a higher frequency of mind state shift in terms of mind-wandering. As social anxiety is related to both IGD and mind-wandering, we further hypothesized that social anxiety would partially contribute to the relationship. Survey data were collected from 632 young adults who were divided into two groups based on whether they reported playing games or not. In the player group, the number of IGD symptoms present was positively related to mind-wandering (r = 0.269, p < 0.001) and social anxiety (r = 0.235, p < 0.001), with the latter two showing a positive correlation in both players (r = 0.37, p < 0.001) and non-players (r = 0.57, p < 0.001). A mediation analysis for the players showed a partial mediation effect of social anxiety on the relationship between IGD and mind-wandering (mediation effect: PM = 0.292, p < 0.001), and the model was replicated in an independent sample. This study suggests that excessive gaming behavior may increase mind-wandering and a shift towards such a non-productive mind state could exert long-term detrimental effects in adolescents and young adults.


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