scholarly journals Relationship Between Illness Representations and Symptoms of Internet Gaming Disorder Among Young People: Cross-Lagged Model

10.2196/28117 ◽  
2021 ◽  
Vol 9 (4) ◽  
pp. e28117
Author(s):  
Xue Yang ◽  
Kei Man Wong ◽  
Rui She ◽  
Chengjia Zhao ◽  
Nani Ding ◽  
...  

Background The common-sense model of illness suggests that mental representations of health threats may affect one’s behavioral reactions to them and health status. Internet gaming disorder is a newly defined mental disorder. Illness representations of internet gaming disorder may affect one’s risk of internet gaming disorder. In turn, symptoms of internet gaming disorder may affect one’s perceptions of the disorder. Objective This study aimed to investigate the relationships between illness representations and symptoms of internet gaming disorder in college students. Methods A 1-year longitudinal study was conducted with a convenience sample of Chinese college students (n=591; 342/591, 57.9% female). Results Of the participants, 10.1% (60/591) and 9.1% (54/591) were classified as having probable internet gaming disorder at baseline (T1) and follow-up (T2), respectively. The correlations between some dimensions of illness representations regarding internet gaming disorder (ie, consequence, timeline, personal control, treatment control, and concern) at T1 and symptoms of internet gaming disorder at T2 and between symptoms of internet gaming disorder at T1 and the dimensions of illness representations at T2 (ie, consequence, timeline, personal control, and emotional response) were statistically significant. The cross-lagged model fit the data well ((χ2/df=2.28, comparative fit index=.95, root mean square error of approximation=.06) and showed that internet gaming disorder at T1 was positively associated with unfavorable illness representations at T2. Conclusions Individuals with more severe symptoms of internet gaming disorder had more pessimistic perceptions about the disorder. Such cognitive perceptions may affect one’s emotional and behavioral reactions towards the disorder (eg, greater levels of depression and low self-control intention) and should be modified by educational programs and psychological interventions.


2021 ◽  
Author(s):  
Xue Yang ◽  
Kei Man Wong ◽  
Rui She ◽  
Chengjia Zhao ◽  
Nani Ding ◽  
...  

BACKGROUND The common-sense model of illness suggests that mental representations of health threats may affect one’s behavioral reactions to them and health status. Internet gaming disorder is a newly defined mental disorder. Illness representations of internet gaming disorder may affect one’s risk of internet gaming disorder. In turn, symptoms of internet gaming disorder may affect one’s perceptions of the disorder. OBJECTIVE This study aimed to investigate the relationships between illness representations and symptoms of internet gaming disorder in college students. METHODS A 1-year longitudinal study was conducted with a convenience sample of Chinese college students (n=591; 342/591, 57.9% female). RESULTS Of the participants, 10.1% (60/591) and 9.1% (54/591) were classified as having probable internet gaming disorder at baseline (T1) and follow-up (T2), respectively. The correlations between some dimensions of illness representations regarding internet gaming disorder (ie, consequence, timeline, personal control, treatment control, and concern) at T1 and symptoms of internet gaming disorder at T2 and between symptoms of internet gaming disorder at T1 and the dimensions of illness representations at T2 (ie, consequence, timeline, personal control, and emotional response) were statistically significant. The cross-lagged model fit the data well ((χ<sup>2</sup>/<i>df</i>=2.28, comparative fit index=.95, root mean square error of approximation=.06) and showed that internet gaming disorder at T1 was positively associated with unfavorable illness representations at T2. CONCLUSIONS Individuals with more severe symptoms of internet gaming disorder had more pessimistic perceptions about the disorder. Such cognitive perceptions may affect one’s emotional and behavioral reactions towards the disorder (eg, greater levels of depression and low self-control intention) and should be modified by educational programs and psychological interventions.



2020 ◽  
Vol 9 (2) ◽  
pp. 401-409
Author(s):  
Hyunsuk Jeong ◽  
Hyeon Woo Yim ◽  
Seung-Yup Lee ◽  
Hae Kook Lee ◽  
Marc N. Potenza ◽  
...  

AbstractObjectivesWe examined serial mediating roles of low self-control and aggression in explaining relationships between levels of inattention and hyperactivity problems (IHPs) and severity of Internet gaming disorder (IGD) features when exposed to online games among adolescents without Attention deficit hyperactivity disorder (ADHD) stratified by gender using three-wave longitudinal study.MethodThe sample comprised a total of 1,732 family dyads from a study that was conducted among seventh graders without diagnoses of ADHD at baseline. Levels of IHPs were assessed by the parent reported Korean version of the ADHD rating scale at baseline (wave1). Severity of IGD features was assessed by the Internet Game Use-Elicited Symptom Screen (IGUESS) at wave3. Both levels of self-control (wave1) and aggression (wave2) were assessed by self-report. The mediating role of low self-control and aggression in the relationships between level of IHPs and severity of IGD were evaluated using serial mediation analysis separately for each gender.ResultsLevels of IHPs were related directly to severity of IGD features in both genders. The indirect effects via low self-control were also significant in both genders, however, the indirect effects via aggression was significant only in women. The serial mediation effect via low self-control and aggression between levels of IHPs and IGD features was significant in both genders (men, coefficient:0.009, 95%CI 0.005–0.019; women, coefficient:0.010, 95%CI:0.005–0.026).ConclusionWe revealed a possible mechanism underlying a serial mediation chain from low self-control to aggression explaining the effects of IHPs on severity of IGD features. However, this conclusion should be taken with a caution, because the effect sizes were very low.



PLoS ONE ◽  
2015 ◽  
Vol 10 (1) ◽  
pp. e0116471 ◽  
Author(s):  
Yuan-Wei Yao ◽  
Pin-Ru Chen ◽  
Song Li ◽  
Ling-Jiao Wang ◽  
Jin-Tao Zhang ◽  
...  


2020 ◽  
Vol 9 (3) ◽  
pp. 654-663
Author(s):  
Joseph T. F. Lau ◽  
Le Dang ◽  
Ray Y. H. Cheung ◽  
Meng Xuan Zhang ◽  
Juliet Honglei Chen ◽  
...  

AbstractBackground and aimsInternet gaming disorder (IGD) has been recognized as a mental illness. Cognitive and emotional illness representations affect coping and health outcomes. Very little is known about such perceptions related to IGD, in both general and diseased populations. This study examined the psychometric properties of the Revised Illness Perception Questionnaire (IPQ-R) for IGD in a general population that included mostly non-cases while a small proportion of the sample was IGD cases.MethodsAn anonymous cross-sectional telephone survey was conducted in a random sample of 1,501 Chinese community-dwelling adults (41.3% male; mean age = 40.42, SD = 16.85) in Macao, China.ResultsThe confirmatory factor analysis identified a modified 6-factor model (i.e., timeline cyclical, consequences, personal control, treatment control, illness coherence, and emotional representations) of 26 items that showed satisfactory model fit and internal consistency. Criterion-related validity was supported by the constructs' significant correlations with stigma (positive correlations: timeline cyclical, consequence, emotional representations; negative correlations: illness coherence). Ever-gamers, compared to never-gamers, reported higher mean scores in the subscales of personal control and illness coherence, and lower mean scores in time cyclical, consequence, and emotional representations. Among the sampled gamers, probable IGD cases were more likely than non-IGD cases to perceive IGD as cyclical and involved more negative emotions.ConclusionsThis study shows that the revised 26-item version of IPQ-R is a valid instrument for assessing illness representation regarding IGD in a general population of Chinese adults. It can be used in future research that examines factors of incidence and prevention related to IGD.



2021 ◽  
Author(s):  
Mirna Macur ◽  
Halley M Pontes

Abstract Background: Since electronic gaming is particularly appealing to children and adolescents, they may be at greater risk for developing Internet Gaming Disorder (IGD). This study aimed to explore the characteristics of adolescents at risk of developing IGD because it is a relatively new disorder included in Diagnostic and Statistical Manual of Mental Disorders in 2013. Harmful consequences of disordered gaming have also been recognized by the World Health Organization that recently included ‘Gaming Disorder’ in the eleventh revision of the International Classification of Diseases. Additionally, this study also sought to encourage preventative initiatives in adolescence, when most addictions develop. Methods: A quantitative and nationally representative study was conducted in primary schools in Slovenia with eighth grade as the primary sampling unit (N = 1,071, Meanage = 13,44 years, SDage = 0.59). Psychometric test measuring IGD was administered to identify participants’ IGD risk and to compare ‘high risk’ and ‘low risk’ students in relation to free time activities, self-control, and parent-child relationship. T–test for independent samples was computed and multiple linear regression analysis performed to identify the most relevant predictors of IGD.Results: About 4.7% (n = 48) [95% CI: 3.4%-6.0%] of Slovenian adolescents were found to be at high risk of developing IGD. These were mostly boys (n = 42, 87.5%), and their preferred leisure activities involved more screen time activities (e.g., watching TV, playing video games, using social media). Moreover, high risk IGD participants showed significantly lower levels of self-control compared to low risk IGD participants and poorer understanding with their parents. Perceived satisfaction with life and mental health did not differ significantly between the two groups. Multiple linear regression analysis revealed five key predictors of IGD in adolescents: time spent gaming at weekends (ß = 0.27), male gender (ß = 0.20), low self-control (ß = -0.19), time spend gaming from Monday to Friday (ß = 0.11) and gaming as a frequent free time activity (ß = 0.11).Conclusion: Public health measures should target adolescents at risk of developing IGD in early age, because they are particularly drawn to video games and present greater IGD vulnerability.







2020 ◽  
Vol 8 (4) ◽  
pp. 230-237
Author(s):  
Marris R. Reyes

Purpose of the study: The main objective of this study is to examine the risk factors for internet gaming disorder (IGD). Specifically, it aims to: measure the severity of internet gaming among Filipino students; describe their internet gaming characteristic; and, identify which among the risk factors predict IGD. Methodology: Students who displayed five or more symptoms in the Internet Gaming Disorder Scale – Short Form (IGD9-SF) were identified. The internet gaming characteristics, Brief Self Control Scale (BSCS) to identify self-control levels, and Mini-IPIP for the personality of the participants were also collected. Data were analyzed using descriptive statistics and linear regression analysis to identify the significant risk factors for IGD using SPSS 17.0. Main Findings: Internet gaming characteristics such as time spent, money spent, and devices used were significant risk factors to IGD. Psychological factors such as self-control and personality traits (agreeableness and openness) were established and were also significant risk factors. The lower the self-control the higher the risk of developing IGD, as well as the more agreeable and open the gamers are the higher the risk to IGD. Applications of this study: Researchers and therapists should focus on developing intervention methods focusing on minimizing the device's exposure to lessen time and money spent in gaming as well as strengthening the self-control of the gamers.  Novelty/Originality of this study: This psychological inquiry contributed to the emerging psychological disorder IGD shedding light on its current debates and controversies. This established risk factors to IGD among Filipino students who are time spent, money spent, devices used, self-control, and personality factors such as agreeableness and openness.



2015 ◽  
Vol 10 (1) ◽  
pp. 60-67 ◽  
Author(s):  
Jun Liu ◽  
Weihui Li ◽  
Shunke Zhou ◽  
Li Zhang ◽  
Zhiyuan Wang ◽  
...  


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