scholarly journals The role of video gaming motives in the relationship between personality risk traits and Internet Gaming Disorder

2021 ◽  
Vol 46 ◽  
Author(s):  
Roberta Biolcati ◽  
Stefano Passini ◽  
Virginia Pupi

The main aim of this study is to improve our knowledge on Internet Gaming Disorder (IGD), contributing to a common discourse concerning its risk profiles. Specifically, the study aims to assess the prevalence of addicted gamers among Italian online and offline gamers, accounting for gender and to investigate the mediation role of gaming motives on the relationship between personality risk traits and IGD. A total of 627 videogame players (55% women; mean age 27 years) recruited from social networking sites took part in the study and filled a questionnaire including gaming characteristics, the Internet Gaming Disorder Scale (IGDS9-SF), the Substance Use Risk Profile Scale (SURPS) and the Motives for Online Gaming Questionnaire (MOGQ). The prevalence rate of Internet gaming disorder was 5.3%. Hopelessness was the personality dimension that most differentiates gaming addicts from non-addicts. Results of the mediation model suggested that Hopelessness was both directly and indirectly (via escape, fantasy and recreational motives) associated with IGD. The motivations Escape and Fantasy also mediate between Anxiety sensitivity and IGD while Competition mediate between Sensation seeking trait and IGD. The evidence suggests that IGD is motivated by psychological mechanisms similar to those compelling substance abuse, but with its own unique features.RésuméCette étude a pour but d’améliorer notre connaissance de la dépendance au jeu sur Internet (DJI) afin d’enrichir le discours sur ses profils de risque. Elle vise plus précisément à évaluer la prévalence des joueurs dépendants parmi les joueurs italiens en ligne et hors ligne, en tenant compte du genre et en examinant le rôle de médiation des raisons qui motivent la pratique des jeux dans la relation entre les traits de personnalité présentant des risques et la DJI. En tout, 627 joueurs de jeux vidéo (55 % de femmes d’une moyenne d’âge de 27 ans) recrutés sur des sites de réseaux sociaux ont participé à l’étude et rempli un questionnaire comprenant des caractéristiques liées au jeu, l’échelle de la dépendance au jeu sur Internet (IGDS9-SF), l’échelle de profil de risque de consommation de substances psychoactives (SURPS) et le questionnaire sur les raisons de jouer en ligne (MOGQ). Le taux de prévalence de la dépendance au jeu sur Internet s’établissait à 5,3 %. Le désespoir constituait l’aspect de la personnalité qui distinguait le plus les personnes dépendantes au jeu des personnes non dépendantes. Les résultats du modèle de médiation donnaient à penser que le désespoir était associé directement et indirectement (raisons liées à la fuite, à l’imaginaire et aux loisirs) à la DJI. Les raisons Fuite et Imaginaire assurent la médiation entre la sensibilité à l’anxiété et la DJI, tandis que la concurrence assure la médiation entre la recherche de sensations et la DJI. Tout indique que la DJI est motivée par des mécanismes psychologiques similaires à ceux qui incitent à la toxicomanie, mais possède ses propres caractéristiques.

Author(s):  
I-Hua Chen ◽  
Zeng-Han Lee ◽  
Xiao-Yu Dong ◽  
Jeffrey Hugh Gamble ◽  
Hung-Wei Feng

The problem of adolescent online gaming addiction is related to individual-level characteristics and the influence of the family environment. The present study explores the potential role of adolescents’ time management tendency in mediating the relationship between parenting style and adolescent internet gaming disorder (IGD). Responses from a total of 357 Chinese high school students were collected for a Pathological Video-Game Use Questionnaire, Simplified Parenting Styles Scale, and Time Management Tendency Scale. Overall, participants reported moderate use of online games (Mean = 1.41; SD = 0.41), lower than the median value of 2 on a three-point scale. In terms of the mediating role of adolescents’ time management tendency, full meditation was observed for the relationship between the parenting style factor of “parents’ emotional warmth” for both mothers and fathers and internet gaming disorder. The results highlight the benefits of emotional warmth in supporting self-efficacy, self-control, and autonomy through the promotion of time management, which is an important protective factor for IGD and can serve as a mediating personality variable. Although non-significant in the complete model, over-protection and rejection by parents should also be cautiously considered as potential risk factors related to addiction.


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.


2020 ◽  
Vol 9 (3) ◽  
pp. 617-628
Author(s):  
Claudia Marino ◽  
Natale Canale ◽  
Alessio Vieno ◽  
Gabriele Caselli ◽  
Luca Scacchi ◽  
...  

AbstractBackground and aimsIn recent years, Internet Gaming Disorder (IGD) has been recognized as a mental health problem. Although research has found that social anxiety, motives, the preference for online social interactions (POSI), and metacognitions about online gaming are independent predictors of IGD, less is known about their relative contribution to IGD. The aim of the current study was to model the relationship between social anxiety, motives, POSI, metacognitions about online gaming, and IGD.MethodsFive hundred and forty three Italian gamers who play more than 7 h a week (mean age = 23.9 years; SD = 6.15 years; 82.5% males) were included in the study. The pattern of relationships specified by the theoretical model was examined through path analysis.ResultsResults showed that social anxiety was directly associated with four motives (escape, coping, fantasy, and recreation), POSI, and positive and negative metacognitions about online gaming, and IGD. The Sobel test showed that negative metacognitions about online gaming played the strongest mediating role in the relationship between social anxiety and IGD followed by escape, POSI, and positive metacognitions. The model accounted for 54% of the variance for IGD.Discussion and conclusionsOverall, our findings show that, along with motives and POSI, metacognitions about online gaming may play an important role in the association between social anxiety and IGD. The clinical and preventive implications of these findings are discussed.


Psihologija ◽  
2020 ◽  
Vol 53 (3) ◽  
pp. 307-318
Author(s):  
Alexandra Maftei ◽  
Violeta Enea

Online video gaming has been endorsed as a potential addictive behavior with negative psychological and functional consequences and has been extensively studied among adolescents and young individuals. The aim of this cross-sectional study was to estimate the prevalence of symptoms of the Internet Gaming Disorder (IGD) in a sample of 278 Romanian early adolescents (aged 10 to 14, 52.5% females) and their parents, and to examine the role of parental styles of parents in predicting the symptoms of IGD in their children. Statistical analyses showed that 31 (22%) adolescents had clinically relevant symptoms of IGD. A logistic regression model revealed that a dominant permissive style of parents was substantially related to symptoms of IGD in their children. Findings highlight a strong correlation between parenting styles and symptoms of IGD, emphasizing the importance of parental involvement in both the prevention and development of IGD in early adolescence.


2019 ◽  
Vol 7 (16) ◽  
pp. 2638-2642 ◽  
Author(s):  
Bayu Ariatama ◽  
Elmeida Effendy ◽  
Mustafa M. Amin

BACKGROUND: Internet game playing is experiencing rapid growth in both youth and adult populations. The excess playing this game cause negative consequences, including game addiction. Internet Gaming Disorder is an increasingly prevalent disorder, which can have severe consequences in affected young people and their life. AIM: To observe the depressive syndrome and dopamine transporter condition (DAT) to find out the severity of internet gaming disorder. METHODS: To analyse the relationship between IGD and Depressive Syndrome and to analyse the relationship between IGD and DAT in online games player by using Spearman Rank Correlation Analysis. Depression testing is done by using the Patient Health Questionnaire-9 method (PHQ-9). The sample of the experiments of this research was 48 online games players in the internet cafe at Medan Area sub-district, which ages between 20 – 40 years old and have been playing games for at least 12 months RESULTS: It was found that there was strong one-way relation (0.625) between IGD and PHQ-9 significantly (p < 0.01), however, it was found that strong enough (-0.465) relation between IGD and DAT (p < 0.01) and strong opposite relation (-0.680) between PHQ-9 and DAT (p < 0.01). CONCLUSION: There was a relationship between Internet Gaming Disorder (IGD) with depressive symptoms and Dopamine Transporter (DAT) level. PHQ-9 score was higher in people with a higher score of IGDS9-SF. As well as DAT level, there was opposite strong enough correlation between IGD and DAT that indicating the higher IGD score, the lower DAT level.


2021 ◽  
Vol 11 (3) ◽  
pp. 518-527
Author(s):  
Jireh Phuah Rong Yao ◽  
Viswanath Sundar ◽  
Vinodhkumar Ramalingam

INTRODUCTION: Mobile video gaming among university students has increased rapidly, more than before the COVID-19 pandemic. This is very concerning as this could spark various problems, such as musculoskeletal pain and gaming disorders. OBJECTIVES:  The present study is to identify the predictors of mobile video gaming on musculoskeletal pain among university students in Selangor, Malaysia. PARTICIPANTS AND METHODS: This study was conducted online using a self-reported online questionnaire via Google Form and sent to university students in Selangor, Malaysia. Participants' gaming addiction was measured using the Ten Item Internet Gaming Disorder Test (IGDT-10) questionnaire, and the prevalence of musculoskeletal pain was assessed by the Modified Nordic Musculoskeletal Questionnaire (MNMQ). The data was analyzed using SPSS version 25. A descriptive and binomial linear regression test was used to predict the variables. The statistical significance was set at p < 0.05, and odds ratios were calculated with confidence intervals of 95%. RESULTS: The prevalence of Internet Gaming Disorder among university students in Selangor, Malaysia is 1.8% (n=3). The neck region (74.2%) was the most commonly reported body region with musculoskeletal pain, followed by the shoulder region (60.7 %), lower back region (55.8 %), and upper back region (50.9 %). The body position was the only predictor of mobile video gaming with musculoskeletal pain (p = 0.002) in the lower back region. CONCLUSION: According to the findings of this study, the prevalence of Internet Gaming Disorder (IGD) among university students was low and not addicted to gaming in the Covid-19 lockdown. We also found that participants who sat while playing mobile video games were more likely to develop low back pain. However, one of the limiting factors could be prolonged sitting in virtual classes during the lockdown, which causes low back pain.


2021 ◽  
Author(s):  
Bhavneet Walia ◽  
Jeeyoon Kim ◽  
Ignatius Ijere ◽  
Shane Sanders

UNSTRUCTURED We conducted a survey of 835 individuals who regularly play video games to determine the relationship between Video Gaming (VG) intensity of use and hedonic experience of the user. We divide the sample into four quartiles by self-reported VG addictive symptom level (from the Internet Gaming Disorder Scale) and conduct polynomial regressions separately for each quartile. We find that the higher VG addictive symptom level groups experience a U-shaped (curvilinear) relationship between hedonic experience and intensity of play, whereas groups with lower VG addictive symptom levels exhibit no such relationship. Due to sensitization and tolerance, we conclude that high-symptom groups experience frustration and disappointment until achieving excessive dopamine release, at which point their hedonic experience improves in additional play. Conversely, low-symptom groups experience no such fall-and-rise pattern. Members of the latter group play the game for the direct experience; therefore, their hedonic experience is more directly related to events occurring in the game than to the increasingly-elusive pursuit of excessive dopamine release. We also find that high-symptom groups spend substantially more time and money to support VG use and are much more likely to engage in VG use at the expense of other important activities, such as work, sleep, and eating.


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