scholarly journals Internet gaming as a coping method among schizophrenic patients facing psychological distress

Author(s):  
Yun-Hsuan Chang ◽  
Kun-Chia Chang ◽  
Wen-Li Hou ◽  
Chung-Ying Lin ◽  
Mark D. Griffiths

AbstractBackground and aimsPatients with schizophrenia are known to use potentially addictive psychoactive substances as self-medication and to ease psychological distress. Other potentially addictive behaviors such as online gaming are also used to self-medicate and ease psychological distress. However, the role of online gaming and problematic gaming (in the form of internet gaming disorder [IGD]) has not previously been investigated for patients with schizophrenia facing distress.MethodsOne hundred and four participants diagnosed with schizophrenia were recruited and completed a number of psychometric scales including the Personal and Social Performance Scale (PSPS), Internet Gaming Disorder Scale-Short Form (IGDS-SF9), Self-Stigma Scale-Short (SSS-S), and Depression, Anxiety, Stress Scale (DASS-21).ResultsThe results showed significant negative associations between PSPS, IGDS-SF9, and DASS-21, and significant positive correlations between the IGDS-SF-9, SSS-S and DASS-21. Moreover, IGD did not mediate the association between self-stigma and depression. However, IGD significantly mediated the association between self-stigma and anxiety, and the association between self-stigma and stress. In addition, (i) age and self-stigma were significant predictors for IGD; (ii) social function and self-stigma were significant predictors for depression; (iii) social function, self-stigma, and IGD were significant predictors for anxiety; and (iv) self-stigma and IGD were significant predictors for stress.ConclusionThe findings suggest that online gaming may be a coping strategy for individuals with schizophrenia with psychological stress and self-stigma and that for some of these individuals, their gaming may be problematic.

2021 ◽  
Vol 12 ◽  
Author(s):  
Marina Verlinden ◽  
Justin Thomas ◽  
Mahra Hasan Abdulla Ahamed Almansoori ◽  
Shamil Wanigaratne

Background: The present study examined Internet Gaming Disorder (IGD) and depressive symptom levels among a predominantly female sample of college students from the United Arab Emirates (UAE).Methods: IGD was assessed among two successive cohorts of students at the beginning of the academic year in 2016 and 2019, respectively. All participants (n = 412) completed the Internet Gaming Disorder Scale – Short-Form (IGDS9-SF) and the WHO-5 Well-being Index (WHO-5), a tool widely used for the screening and assessment of depressive symptomatology.Results: Mean IGDS9-SF scores (15.85, SD = 6.40) were fairly similar to those observed in other nations. The prevalence of IGD was 1.45%, based on the stringent cut-off score (> = 40). Prevalence of IGD rose to 18.20% when using the less stringent cut-off (> = 21). There was an increase in the rate of IGD between 2016 and 2019, although not statistically significant. Higher IGDS9-SF scores were associated with greater depressive symptomatology; those scoring above the less stringent IGD cut-off had a greater likelihood of screening positive for depression OR = 2.28, 95% CI (1.176–4.428).Conclusions: This study provides insights about IGD among a predominantly female Arab population, finding a correlation with mood disorder symptomatology and suggesting an increase in problematic gaming over time. The results are discussed with reference to the mood repair hypothesis and the possibility of IGD being a dual disorder. The association with depressive symptoms is also discussed in light of the neurobiology of addictive behaviors and sexual dimorphism.


Author(s):  
Shiao Ling Ling ◽  
Nik Ruzyanei Nik Jaafar ◽  
Kit-Aun Tan ◽  
Norharlina Bahar ◽  
Azlin Baharudin ◽  
...  

In recent years, increased interest in Internet Gaming Disorder has led to the development of the Internet Gaming Disorder Scale-Short Form. Translation and subsequent validation of such a scale are important for cross-cultural use. The aim of the present study was to examine the psychometric properties (factor structure, reliability, and validity) of the Malay Version of the Internet Gaming Disorder Scale-Short Form using a sample of Malaysian undergraduates. The present sample included 137 Malaysian undergraduates. Participants completed a self-administered online survey containing demographic items, the Malay Version of the Internet Gaming Disorder Scale-Short Form, the Problematic Online Gaming Questionnaire-Short Form, and the Malay Version of the Internet Addiction Test. The present findings confirm the one-factor model of the Malay Version of the Internet Gaming Disorder Scale-Short Form. Good reliability, as measured by Cronbach alpha, was found for the Malay Version of the Internet Gaming Disorder Scale-Short Form. The Malay Version of the Internet Gaming Disorder Scale-Short Form has demonstrated concurrent validity by significantly correlating with the Problematic Online Gaming Questionnaire-Short Form as well as demonstrated convergent validity with respect to the Malay Version of the Internet Addiction Test. The Malay Version of the Internet Gaming Disorder Scale-Short Form is a reliable and valid tool for assessing Internet Gaming Disorder in Malaysian undergraduates. As more research is still needed to confirm the status of Internet Gaming Disorder as a formal disorder, it is hoped that the Malay Version of the Internet Gaming Disorder Scale-Short Form can facilitate future research examining antecedents and consequences of Internet Gaming Disorder in a Malaysian setting.


2021 ◽  
Vol 9 ◽  
Author(s):  
Hyunsuk Jeong ◽  
Hyeon Woo Yim ◽  
Seung-Yup Lee ◽  
Hae Kook Lee ◽  
Marc N. Potenza ◽  
...  

Objectives: Although considerable evidence has already been collected on the effects of early initiation of drug/alcohol consumption on addictive behaviors in adolescents, little is known about the impact of early exposure to online games during preschool ages on the risk of internet gaming disorder (IGD). We evaluated the effects of exposure to online games before entering elementary school on IGD occurrence during the secondary school years using a community-based longitudinal study.Methods: Data from 1,760 adolescents (seventh grade), who were recruited from the iCURE study and followed for 2 years, were analyzed. A high risk of IGD (HRIGD) was assessed by the Internet Game Use Elicited Symptom Screen, a self-reported questionnaire based on the fifth version of DSM-5 IGD criteria. Early exposure to online gaming was defined as when adolescents played online games during their preschool years. A multivariate generalized-estimating-equation model was applied to examine the independent risk factor of the occurrence of HRIGD during the 2-year follow-up period.Results: As compared with the later-exposure group, those with early exposure to online games showed an ~1.7-fold greater incidence of HRIGD over the 2-year follow-ups after adjusting for potential confounders including baseline IGD scores (adjusted relative risk:1.69; 95%confidence interval:1.08–2.66). Pre-specified sensitivity analyses showed that the results were robust.Conclusion: Exposure to online gaming during the preschool years increases the likelihood of occurrence of HRIGD in adolescence. Restricting exposure to online games during the preschool years should be examined as a way to reduce the risk of IGD in adolescents.Clinical Trial Registration:www.clinicaltrials.gov, identifier: NCT02415322.


2018 ◽  
Author(s):  
Bruno Schivinski ◽  
Magdalena Brzozowska-Woś ◽  
Erin M. Buchanan ◽  
Mark D. Griffiths ◽  
Halley M. Pontes

2020 ◽  
Vol 30 (Supplement_5) ◽  
Author(s):  
Š Selak ◽  
M Vinko ◽  
M Rehberger ◽  
D Lavtar ◽  
A Korošec

Abstract Background Problematic use of digital technologies has been attracting extensive amount of attention worldwide, especially (internet) gaming disorder (IGD). Prevalence of IGD varies across studies, depending mostly on the methodology, assessment tool and participant group. Despite numerous research on the topic a strong need to better understand technology's impact on population remains in order to better tackle this public health challenge. Methods National Survey on the Use of Tobacco, Alcohol and Other Drugs was conducted in 2018 on a national representative sample (n = 16,000; age: 15-64 years; 62.4% response rate), using mixed-mode (CAWI and CAPI). The final sample consisted of 9,161 respondents, of those 24.2 % (n = 2,212) reported having played a videogame in the last 12 months (gamers-only sample). Prevalence of IGD symptoms was assessed with 9-item Internet Gaming Disorder Scale-Short-Form using 5-point scale (total score: 9-45 points). Disordered and non-disordered gamers were dichotomized with a cut-off point at 36 points with higher scores indicating higher degree of IGD. Results Data shows 0.4% [95% CI:0.2-0.8] of the Slovenian gamers reported to have symptoms of IGD, whereas higher rates were observed within younger population. Namely, 1.0% [95% CI: 0.2-3.9] within 20-24 year olds and 0.7% [95% CI:0.2-2.2] within 15-19 year old. Men (0.5% [95% CI:0.2-1.2]) reported more IGD symptoms than women (0.1% [95% CI:0.0-0.8]). The share of IGD symptoms was also higher among unemployed and those who live without partner. Conclusions Results obtained in present study are consistent with results of comparable studies conducted in other countries. A relatively low share of IGD symptoms in the sample might be due to a high cut-off point. However, obtained data allows for tailored public health interventions in Slovenia, such as awareness raising and prevention and treatment programmes, as well calls for further analyses on IGD epidemiology and research methodology. Key messages 0.4% of the Slovenian residents, who played videogames in the last 12 months reported to have symptoms of internet gaming disorder, with higher rates observed within younger population. The share of population experiencing symptoms of internet gaming disorder in Slovenia is similar to that of other countries where comparable studies were done.


2021 ◽  
Vol 36 (3) ◽  
pp. 451-471
Author(s):  
Amna Rasheed ◽  
Sadaf Ahsan ◽  
Sadaf Zaheer

The objective of the current study was to assess the impact of internet gaming disorder on self-appraisal. Moreover, role of gender as a moderator on the relationship between internet gaming disorder and self-appraisal among university students was also explored. A sample of 300 students was collected through purposive sampling technique, from different universities of Islamabad and Rawalpindi. The participant’s age range was 18-28 years. Self-report measures i.e., Internet Gaming Disorder Scale-short form (Pontes & Griffiths, 2015) and Core Self Evaluation Scale (Judge, Erez, Bono, & Thoresen, 2003) were administered. Results yielded that internet gaming disorder negatively predicted self-appraisal among university students. Moreover, gender worked as a significant moderator on the relationship between internet gaming disorder and self-appraisal. The independent sample t-test showed that males reported a higher level of internet gaming disorder as compared to females. Males showed less self-appraisal as compared to females. This study will help to identify the effects of internet gaming disorder on self-appraisal among university students. Furthermore, intervention plans can also be developed for students by decreasing their gaming activity and increasing their self-appraisal and bringing them back to their normal life.


2021 ◽  
Author(s):  
Vasileios Stavropoulos ◽  
Tyler Michael John Frost ◽  
Taylor Brown ◽  
Peter Gill ◽  
Lee Dymand Kannis

Abstract Background Internet Gaming Disorder (IGD) involves excessive use of Internet games to the extent that one’s everyday life is compromised. It has been suggested that IGD symptoms are dependent on a person’s cultural orientation. However, the range of potential cultural orientation effects on IGD presentations remains largely unknown. The current study aims to further understanding of the role of cultural orientation in IGD, allowing us to develop more culturally responsive and gamer centred IGD prevention and intervention strategies. Methods One thousand and thirty-two participants with internet gaming experience were measured for IGD symptom’s severity using the Internet Gaming Disorder Scale – Short Form (IGDS9-SF) and cultural orientation behaviours via the Individualism & Collectivism Scale (ICS). Latent Class Analysis (LCA) and T-Tests were performed in relation to their responses. Results Upon inspection of the LCA output, two cultural profiles of internet gamers were identified. These included the Collectivism Aversive gamers (CA; 11%) and the Collectivism Neutral gamers (CN; 89%). The CA gamers displayed significantly higher IGD behaviours overall, and, were higher in preoccupation, withdrawal symptoms, tolerance, relapse, deception, escapism/mood modification, and functional impairment compared to CN gamers. There were no differences between CA and CN gamers in loss of interest and conflicts with others. Conclusions The findings suggest that cultural orientation can influence the presentation of IGD. Specifically, those who are less collectivist or less influenced by social groups display greater IGD symptoms and present a profile that requires a different intervention from gamers who are more collectivistic. Researchers and clinicians should emphasize the value of belonging in a collective and experiencing equality with others in relation to mental health and gaming patterns.


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