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1.
Sci Rep ; 14(1): 6557, 2024 03 19.
Article in English | MEDLINE | ID: mdl-38503756

ABSTRACT

The relationship between Gaming Disorder (GD) and the experience of functional impairments has received considerable theoretical attention in the recent past and current diagnostic approaches underscore the centrality of functional impairments as a requirement for GD diagnosis. However, there is limited empirical evidence illuminating the interplay between GD and functional impairments, particularly among specific vulnerable groups. The present study seeks to bridge this gap by investigating an English-speaking sample (N = 5198) comprising an age- and gender-matched group of Professional Gamers (PG, n = 2599) and Non-Professional Gamers (NPG, n = 2599) sub-sampled from a larger sample of 192,260 individuals. The results revealed that PG were at a greater risk for GD compared to NPG as the prevalence rate of GD among PG (3.31%) was significantly higher and almost doubled that of NPG (1.73%), with PG further exhibiting higher overall GD symptom-load and weekly time spent gaming compared to NPG. Furthermore, PG reported experiencing significantly higher frequency of gaming-related functional impairments compared to NPG, with the in particular affected areas for both PG and NPG being 'school and/or work', 'physical health', and 'family', with other key differences emerging in relation to other outcomes. Overall, the present findings show that not only GD symptom-load but also some functional impairment is higher in PG compared to NPG which highlights the need to develop and support prevention and intervention strategies for this at-risk population.


Subject(s)
Behavior, Addictive , Disruptive, Impulse Control, and Conduct Disorders , Video Games , Humans , Schools , Behavior, Addictive/epidemiology
2.
Compr Psychiatry ; 130: 152452, 2024 04.
Article in English | MEDLINE | ID: mdl-38290293

ABSTRACT

AIMS: The present study investigated the potential links between Internet Use Disorder tendencies, well-being and the impact of COVID-19 on Internet usage patterns. METHOD: A sample of 2498 participants filled out the Compulsive Internet Use Scale (CIUS), the Satisfaction with Life Scale (SWLS; the cognitive facet of well-being) and the Sofalizing Scale which comprises the Online Displacement and Social Compensation dimensions. Participants were also asked to report the extent to which changes in Internet use occurred due to COVID-19 pandemic (i.e., reductions, no changes, increases). The present study comprised a survey study with cross-sectional character. RESULTS: The statistical analyses demonstrated that the aforementioned variables were robustly associated with each other. In a first mediation model, the association between higher levels of Internet Use Disorder and reduced well-being was partially mediated by the two dimensions of the Sofalizing scale called Online Displacement and Social Compensation. The results of the second mediation model showed that the relationship between changes in Internet use due to COVID-19 pandemic and well-being was fully mediated by CIUS scores, suggesting that increased Internet use due to the COVID-19 pandemic increased levels of Internet Use Disorder tendencies, which in turn decreased levels of well-being. DISCUSSION: The findings are discussed in the context of human social needs in a time of crisis, where meeting people in-person was restricted.


Subject(s)
COVID-19 , Humans , COVID-19/epidemiology , Internet Use , Cross-Sectional Studies , Pandemics , Surveys and Questionnaires , Internet
4.
BMC Psychol ; 11(1): 358, 2023 Oct 26.
Article in English | MEDLINE | ID: mdl-37884983

ABSTRACT

Much research has been conducted on the association between social networks use disorder tendencies (SNUD; i.e. problematic social media use) and well-being. In more detail, a meta-analysis and further research suggest an inverse association between higher SNUD tendencies and lower well-being. In existing studies on social media use and well-being, this association has often been investigated by asking participants about their life satisfaction and/or emotional well-being. A path that has only recently been used to shed further light on SNUD tendencies is the assessment of meaning in life. Against this background, the present study aimed to investigate both the search for and presence of meaning in life in the context of SNUD tendencies in 955 participants. To the best of our knowledge and beyond what has been mentioned, this study is the first to investigate the links between meaning in life variables and state/trait fear of missing out (FoMO), with FoMO being a critical variable known to be linked to the overuse of digital technologies. In a structural equation model, we observed that associations between FoMO and meaning in life variables was mediated by SNUD tendencies. Although the present study is of cross-cultural nature and cannot establish causality, it might be the case that proneness to FoMO might trigger SNUD tendencies and as a consequence, results in more search for meaning in life, while hindering presence of meaning in life.


Subject(s)
Fear , Social Media , Humans , Emotions , Social Networking
5.
BMC Psychol ; 11(1): 326, 2023 Oct 10.
Article in English | MEDLINE | ID: mdl-37817223

ABSTRACT

BACKGROUND: Gaming Disorder (GD) was recently included by the World Health Organization (WHO) as a psychiatric condition in the eleventh revision of the International Classification of Diseases (ICD-11) and is a concern worldwide, including in Iran. Thus, based on the ICD-11 criteria, a Persian version of the Gaming Disorder Test (GDT) was developed to facilitate assessment of GD. METHODS: The present study used classical test theory and Rasch analysis to examine the psychometric properties of the Persian GDT. Iranian adolescents (n = 3837; 2171 [56.6%] males; mean [SD] age = 16.02 [1.4] years) completed the GDT and other instruments assessing disordered gaming, psychological distress, and insomnia. RESULTS: Overall, the psychometric properties of the Persian GDT were satisfactory based on classical test theory (i.e., confirmatory factor analysis corroborated the unidimensional structure of GDT) and Rasch analysis (i.e., fit statistics suggested that all items were embedded in the concept of GD). Moreover, the Persian GDT was found to be sex-invariant, displaying no items with substantial differential item functioning across sexes. Additionally, it was found that GD mediated associations between time spent gaming and measures of psychological distress and insomnia. CONCLUSION: The Persian GDT is a convenient and short instrument for assessing GD among Iranian adolescents. The mediating roles of GD in the associations between time spent gaming and psychological distress and between time spent gaming and insomnia suggest that targeting features of GD may reduce psychological distress and improve sleep for Iranian adolescents.


Subject(s)
Behavior, Addictive , Psychological Distress , Sleep Initiation and Maintenance Disorders , Male , Humans , Adolescent , Female , Psychometrics , Sleep Initiation and Maintenance Disorders/diagnosis , Iran , Surveys and Questionnaires , Behavior, Addictive/psychology , Reproducibility of Results
7.
Asian J Psychiatr ; 86: 103638, 2023 Aug.
Article in English | MEDLINE | ID: mdl-37285663

ABSTRACT

Currently, six instruments have been developed using the 11th revision of the International Classification of Diseases (ICD-11) criteria for Gaming Disorder (GD). Two of these are the Gaming Disorder Test (GDT) and Gaming Disorder Scale for Adolescents (GADIS-A). The present study validated both the GDT and GADIS-A among a large sample of Chinese emerging adults. Via an online survey, 3381 participants (56.6% females; mean age = 19.56 years) completed the Chinese versions of the GDT, GADIS-A, Internet Gaming Disorder-Short Form (IGDS9-SF), and Bergen Social Media Addiction Scale (BSMAS). Confirmatory factor analysis was used to examine the factor structure of the Chinese GDT and GADIS-A. Pearson correlations were computed to examine the convergent validity (with IGDS9-SF) and divergent validity (with BSMAS) of the Chinese GDT and Chinese GADIS-A. The GDT had a unidimensional structure, which was invariant across sex and disordered gaming severity subgroups. The GADIS-A had a two-factor structure, which was also invariant across gender and gaming severity subgroups. Both the GDT and GADIS-A had significant associations with both IGDS9-SF and with BSMAS. Both the Chinese GDT and GADIS-A are valid instruments to assess GD among emerging adults in mainland China, enabling healthcare providers to adopt these tools in their efforts to prevent and examine GD severity among Chinese youth.


Subject(s)
Behavior, Addictive , Games, Recreational , Psychiatric Status Rating Scales , Humans , Adolescent , Psychometrics , Male , Female , Young Adult , Adult , Internet Addiction Disorder , Behavior, Addictive/diagnosis , China , Language , Video Games
8.
Compr Psychiatry ; 124: 152396, 2023 Jul.
Article in English | MEDLINE | ID: mdl-37295061

ABSTRACT

PURPOSE: To translate and cross-culturally adapt the Gaming Disorder Test (GDT) and Gaming Disorder Scale for Adolescents (GADIS-A) for use in Taiwan and to validate their internal consistency, construct validity, measurement invariance, and convergent validity in Taiwanese young adults. METHODS: The GDT and GADIS-A were translated into traditional (unsimplified) Chinese characters and culturally adapted according to standard guidelines. A sample of 608 Taiwanese university students were recruited online. All participants completed the GDT, GADIS-A, Internet Gaming Disorder Scale - Short Form (IGDS9-SF), and Depression Anxiety Stress Scale-21 (DASS-21). Internal consistency was assessed using Cronbach's α and McDonald's ω. Factor structure was examined using Confirmatory Factor Analysis (CFA). Measurement invariance in gender was assessed by three nested models in CFA. Convergent validity was determined by calculating Pearson's r among the GDT, GADIS-A, IGDS9-SF, and DASS-21. RESULTS: The GDT and GADIS-A showed adequate internal consistency (both α and ω = 0.90). The CFA results supported a one-factor structure for the GDT and a two-factor structure for the GADIS-A. Measurement invariance across gender was supported for both the GDT and GADIS-A. The convergent validity of the GDT and GADIS-A were acceptable. CONCLUSIONS: The Chinese versions of the GDT and GADIS-A are valid and reliable tools that can be used to assess gaming disorder in Taiwanese young adults. Measurement invariance across genders was supported for both tools. The convergent validity of the GDT and GADIS-A were also satisfactory.


Subject(s)
Behavior, Addictive , Video Games , Humans , Male , Female , Young Adult , Adolescent , Behavior, Addictive/diagnosis , Behavior, Addictive/epidemiology , Psychometrics , Reproducibility of Results , Translations
9.
J Gambl Stud ; 39(1): 87-101, 2023 Mar.
Article in English | MEDLINE | ID: mdl-35921002

ABSTRACT

Gambling Disorder (GD) is a prominent psychiatric disorder affecting individuals worldwide. Research suggests that key risk factors for GD include stressful life events (SLEs) and specific psychological factors, such as gambling-related cognitive distortions. The present study investigated the potential mediating role of specific psychological factors (i.e., gambling-related cognitive distortions, difficulty in emotion regulation, and self-control) in the relationship between SLEs and GD. A cross-sectional study using an online survey was developed to investigate the relationship between SLEs and GD in a mediation model. A total of 516 participants were initially recruited online to the present study, and data from 290 participants were fully included in the statistical analyses conducted. Sociodemographic and gambling-related data were collected in addition to data related to participants' SLEs, GD, gambling-related cognitive distortions, difficulty in emotion regulation, and self-control. The results of the parallel multiple mediation analysis conducted found that gambling-related cognitive distortions and difficulty in emotion regulation mediated the relationship between SLEs events and GD. However, self-control was not found to mediate this relationship. The findings suggest that individuals who experience SLEs may be more vulnerable to the development of GD through their belief in gambling-related cognitive distortions and experience of difficulty regulating their emotions. Implications regarding potential preventive efforts for GD are discussed.


Subject(s)
Emotional Regulation , Gambling , Self-Control , Humans , Gambling/psychology , Cross-Sectional Studies , Cognition
10.
PLoS One ; 17(12): e0279062, 2022.
Article in English | MEDLINE | ID: mdl-36516198

ABSTRACT

BACKGROUND: Due to the ease of access to the internet in modern society users have become more prone to experiencing addictive behaviors online. The present study aimed to develop and investigate the psychometric properties of the Bangla Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), Gaming Disorder Test (GDT), and Bergen Social Media Addiction Scale (BSMAS) due to a lack of existing sound psychometric tools in Bangladesh. METHODS: A cross-sectional paper-and-pencil survey was carried out among 428 school-aged adolescents who were active gamers (90.89% males; Meanage: 16.13±1.85 years; age range: 10-19 years). Participants were recruited using convenience sampling across four selected schools in Dhaka City, Bangladesh. Data collected included sociodemographic information, frequency of internet use and gaming behaviors, psychological states (i.e., Patient Health Questionnaire [PHQ-9], Generalized Anxiety Disorder [GAD-7]), disordered gaming and social media use (i.e., IGDS9-SF, GDT, and BSMAS). Psychometric testing was conducted to examine the validity and reliability levels of the Bangla IGDS9-SF, GDT, and BSMAS. RESULTS: The newly adapted Bangla IGDS9-SF, GDT, and BSMAS exhibited adequate levels of internal consistency. All total scores were significantly correlated with depression, anxiety, frequencies of internet use/online activities and gaming, supporting criterion and convergent validity. CFA indicated excellent construct validity as all instruments had a good fit to the data. CONCLUSIONS: The findings suggest that the Bangla IGDS9-SF, GDT, and BSMAS are sound psychometric instruments due to their satisfactory psychometric properties including internal consistency, criterion validity, convergent validity, and construct validity.


Subject(s)
Behavior, Addictive , Video Games , Male , Adolescent , Humans , Child , Young Adult , Adult , Female , Psychometrics , Video Games/psychology , Reproducibility of Results , Cross-Sectional Studies , Bangladesh , Behavior, Addictive/epidemiology , Behavior, Addictive/psychology , Internet
11.
PLoS One ; 17(10): e0276663, 2022.
Article in English | MEDLINE | ID: mdl-36269724

ABSTRACT

BACKGROUND: Conceptualising internet addiction and assessing its symptoms has presented a significant challenge for researchers over the past 25 years. Recently, the Internet Disorder Scale (IDS-15), which is based on the criteria for Internet Gaming Disorder (IGD) from DSM-5, has emerged as a promising instrument to assess internet addiction. The main objective of the present study was to evaluate the psychometric properties of the Slovenian IDS-15. METHODS: The sample was recruited from the National Survey on the Use of Tobacco, Alcohol and Other Drugs that was conducted in 2018 on a nationally representative sample (N = 16,000; age range: 15-64 years; 62.4% response rate). The final sample comprised 9,161 participants, with 80.9% reporting having used the internet at least once a week (n = 7,413). A structured questionnaire was designed and internet addiction was assessed using the IDS-15. RESULTS: Confirmatory Factor Analysis showed acceptable fit to the proposed four-factor structure of the IDS-15. The reliability, and criterion, convergent and discriminant validity were also found to be adequate with a notable exception of the first item of the scale, as shown by its lower factor loading and higher variability. Additionally, latent profile analysis was used to distinguish between internet users with low (n = 3,818; 51.5%), medium (n = 3,111; 42.0%) and high (n = 484; 6.4%) addiction risk. Furthermore, the high-risk class was associated with higher IDS-15 factor scores, higher frequency of internet use in leisure time, and lower age of first internet use. CONCLUSIONS: The present study provides new insights about the strengths and shortcomings of the IDS-15. Moreover, the results provide an insight into the prevalence of internet addiction in Slovenia, as well as associations with other potential factors. The results serve as the basis for further analyses on internet addiction epidemiology, policymaking activities, and design for targeted public health interventions in Slovenia.


Subject(s)
Video Games , Adolescent , Adult , Humans , Middle Aged , Young Adult , Internet , Psychiatric Status Rating Scales , Psychometrics , Reproducibility of Results , Surveys and Questionnaires
12.
Int J Ment Health Addict ; : 1-24, 2022 Oct 05.
Article in English | MEDLINE | ID: mdl-36217446

ABSTRACT

In 2019, Gaming Disorder (GD) was officially recognised by the World Health Organization (WHO) as an official mental health disorder. Currently, the Gaming Disorder Test (GDT) is one of the most widely utilised psychometric tools to assess GD symptoms according to the WHO framework. In this context, the present study aimed to develop the Polish version of the GDT so that this tool can be used within the Polish cultural context. Additionally, the research aimed to ascertain the psychometric properties and appropriateness of the Polish GDT. To achieve this goal, the Polish GDT was investigated in terms of its validity, reliability, and gender measurement invariance through two studies. Accordingly, study 1 recruited a total of 675 gamers (340 female; Meanage = 31.74 years; SD = 7.75 years; range: 15-45 years) and study 2 comprised 575 gamers (275 female; M age = 29.45 years; SD = 4.25 years; range: 18-35 years). A Confirmatory Factor Analysis (CFA) was used to assess psychometric properties of the Polish GDT. The reliability was assessed using Cronbach's alpha, McDonald's omega, and Average Variance Extracted. Gender measurement invariance was investigated using multiple-group CFA, and the unidimensionality was tested using mean of item residual absolute loadings (MIREAL), explained common variance (ECV), and unidimensional congruence (UC). The results of the psychometric analysis showed that the Polish GDT had a one-factor structure. Additionally, the present study demonstrated that the Polish GDT exhibited adequate levels of convergent validity, reliability, and strict gender measurement invariance. These findings suggest that the Polish version of GDT is a suitable psychometric test to assess GD and facilitate research on GD. Supplementary Information: The online version contains supplementary material available at 10.1007/s11469-022-00929-4.

13.
Addict Behav ; 134: 107416, 2022 Nov.
Article in English | MEDLINE | ID: mdl-35901542

ABSTRACT

The present study investigates the relationship between Gaming Disorder (GD) and individual differences in gaming motives and how they might differ between three groups of gamers. The first group stated to be professional gamers (n = 129; 2,49%), the second group consisted of non-professional gamers, who intended to become professional gamers (n = 646; 12,45%), and the third group included the remaining non-professional gamers (n = 4,412; 85,06%). Gaming motives were assessed via the Motives for Online Gaming Questionnaire (MOGQ), and GD was assessed with the Gaming Disorder Test (GDT). Results revealed that professional gamers and those intending to become professional were very similar regarding their gaming motive expressions. In contrast, non-professional gamers without esports ambitions scored significantly lower on all gaming motives, except for the recreational motive which was comparable across all groups. Several consistent gaming motive-GD associations appeared across the three gamer groups, with the most robust finding being that higher escapism motive expressions relate to greater GDT scores. The present study sheds light on an emerging field of research attempting to better understand competitive gaming in the context of esports.

14.
Curr Psychol ; : 1-10, 2022 Jun 09.
Article in English | MEDLINE | ID: mdl-35698487

ABSTRACT

The Internet Disorder Scale-Short Form (IDS9-SF) is a validated instrument assessing internet disorder which modified the internet gaming disorder criteria proposed in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). However, the relationships between the nine items in the IDS9-SF are rarely investigated. The present study used network analysis to investigate the features of the IDS9-SF among three populations in Bangladesh, Iran, and Pakistan. Data were collected (N = 1901; 957 [50.3%] females; 666 [35.0%] Pakistani, 533 [28.1%] Bangladesh, and 702 [36.9%] Iranians) using an online survey platform (e.g., Google Forms). All the participants completed the IDS9-SF. The central-stability-coefficients of the nine IDS9-SF items were 0.71, 0.89, 0.96, 0.98, 0.98, 1.00, 0.67, 0.79, and 0.91, respectively. The node centrality was stable and interpretable in the network. The Network Comparison Test (NCT) showed that the network structure had no significant differences among Pakistani, Bangladeshi, and Iranian participants (p-values = 0.172 to 0.371). Researchers may also use the IDS9-SF to estimate underlying internet addiction for their target participants and further explore and investigate the phenomenon related to internet addiction. Supplementary Information: The online version contains supplementary material available at 10.1007/s12144-022-03284-8.

15.
Addict Behav ; 132: 107342, 2022 09.
Article in English | MEDLINE | ID: mdl-35584554

ABSTRACT

INTRODUCTION: The American Psychiatric Association (APA) proposed 'Internet Gaming Disorder' (IGD) as a tentative disorder (APA framework) in 2013 and in 2019 the World Health Organization (WHO) has fully recognized 'Gaming Disorder' (GD) as a mental health disorder (WHO framework). These two frameworks have not yet been jointly investigated in the context of esports. The present study aims to investigate the feasibility of the APA and WHO frameworks for disordered gaming among professional and non-professional gamers and to ascertain the suitability of existing psychometric tools for use in esports. METHODS: A sample of 5,734 gamers (Mage = 21.47 years, SD = 6.69 years; 6.94% female) recruited through an online survey prior to the COVID-19 pandemic that included an age and gender matched group of professional (n = 2,867) and non-professional gamers (n = 2,867) was investigated. Pairwise comparisons, measurement invariance (MI), and latent mean difference tests were conducted to distinguish the two groups of gamers. RESULTS: Overall, professional gamers showed greater time spent gaming and prevalence of disordered gaming than non-professional gamers. Additionally, MI was supported and both disordered gaming levels and latent means were significantly higher among professional gamers when compared to non-professional gamers across both APA and WHO frameworks. CONCLUSIONS: Esports is cross-sectionally associated with greater disordered gaming vulnerability through increased time spent gaming and disordered gaming prevalence rates. Furthermore, the APA and WHO frameworks are viable in the context of esports gaming with existing assessment tools being effective in the assessment of disordered gaming in esports. The results and implications are further discussed in light of the extant literature.


Subject(s)
Behavior, Addictive , COVID-19 , Video Games , Adult , Behavior, Addictive/psychology , COVID-19/epidemiology , Female , Humans , Internet , Internet Addiction Disorder , Male , Pandemics , Video Games/psychology , Young Adult
16.
Addict Behav Rep ; 15: 100426, 2022 Jun.
Article in English | MEDLINE | ID: mdl-35434242

ABSTRACT

The aim of this study was to investigate if and how disordered gaming, loneliness, and family relations have changed throughout the COVID-19 pandemic (from 2019 to 2021), and whether there were any changes in the association between these variables across three samples of gamers (for each respective year). Samples from 2019, 2020, and 2021 were matched by using propensity score matching across socio-demographic characteristics. The total effective sample comprised 897 gamers (N = 299 per year). These samples were compared in terms of disordered gaming - separately as Gaming Disorder (GD; WHO framework) and Internet Gaming Disorder (IGD; APA framework), loneliness, and family harmony scores with analyses of covariance (ANCOVAs), with age and gender as covariates. Steiger tests were used for correlation differences testing. ANCOVAs showed that while GD and IGD scores have increased significantly during the pandemic years, loneliness and family harmony did not change significantly. Furthermore, the correlation differences tests indicated that the correlations between both IGD and GD with loneliness as well as poorer family harmony have increased during the pandemic years. This study provides empirical evidence that the well-being of gamers might have been negatively affected during the COVID-19 pandemic. While loneliness and family harmony did not increase, the stronger correlations between Gaming Disorder and other variables might suggest that gaming may have been used to cope with loneliness and poorer family harmony.

17.
Addict Behav Rep ; 15: 100415, 2022 Jun.
Article in English | MEDLINE | ID: mdl-35434248

ABSTRACT

Recently there has been increased interest in understanding the relationship between microtransactions, gaming, and gambling. This review aimed to synthesise the evidence on the relationship between microtransactions, 'Internet Gaming Disorder' (IGD), and Gambling Disorder in order to report on the: psychometric assessments used, sampling and demographic information, study design and sampling methods, relationships between microtransactions and both IGD and gambling disorder. Inclusion criteria included: refereed studies quantifying microtransactions and/or loot boxes examining their relationship with IGD and/or gambling disorder that were published between 2013 and 2021. Electronic databases were searched and the results were synthesised qualitatively. 14 studies were included. The quality of the evidence was 'Good' and clear positive relationships between microtransactions and both IGD and gambling disorder were identified. These relationships apply more to loot boxes than other microtransactions, and risky loot box use was identified as a possible mediator of these relationships. Additionally, microtransaction expenditure increased with the risk of gambling disorder. There is some evidence that adolescents who purchase loot boxes may be more at risk of developing gambling disorder. External validity is limited due to the cross-sectional nature of the evidence, the use of convenience sampling, and the predominantly Western samples resulting in non-representative samples. Prevalence rates of IGD and gambling disorder varied significantly across studies and were different to general prevalence rates. We conclude that there is a need to develop consistent methods for assessing IGD and microtransaction engagement in future research. Implications for policy-makers and future research are discussed.

19.
Soc Sci Med ; 296: 114721, 2022 03.
Article in English | MEDLINE | ID: mdl-35168056

ABSTRACT

BACKGROUND: 'Gaming Disorder' (GD) is now an officially recognized mental health disorder according to the World Health Organization (WHO) framework while 'Internet Gaming Disorder (IGD) remains as a tentative disorder as per the American Psychiatric Association (APA) framework. Although both GD and IGD reflect disordered gaming tendencies marked by excessive time spent gaming, little is known about the extent to which too much time spent gaming becomes particularly problematic. Moreover, emerging research has highlighted the need to further explore how both disordered gaming frameworks perform in the assessment and estimation of disordered gaming symptoms and related behaviors. METHODS: The primary aim of the present study was to shed light on the complex relationship between time spent gaming and disordered gaming and to provide prevalence estimates of disordered gaming across the WHO and APA frameworks. This study adopted an online survey methodology and a cross-sectional design in a large sample of 123,262 eligible gamers from 168 countries. RESULTS: The results obtained indicated that the prevalence rate of disordered gaming among the participants was smaller when assessed with the WHO framework (i.e., 1.96%) in comparison to the APA framework (i.e., 4.97%). Additionally, the relationship between time spent gaming and disordered gaming varied, and disordered gaming was associated on average with 34.53 h of gaming a week within the APA framework (i.e., with at least five criteria endorsed; higher gaming-time-averages for those endorsing more criteria) and an average of 40.13 h a week within the WHO framework (i.e., with all criteria endorsed). CONCLUSIONS: The relationship between weekly time spent gaming and disordered gaming is multifaceted and varies according to the diagnostic framework adopted. The results highlight the need for further refinement at the diagnostic level in regard to disordered gaming.


Subject(s)
Behavior, Addictive , Video Games , Humans , Behavior, Addictive/epidemiology , Behavior, Addictive/psychology , Cross-Sectional Studies , Internet , Internet Addiction Disorder
20.
Article in English | MEDLINE | ID: mdl-35010804

ABSTRACT

Cognitive-Behavioural Therapy (CBT) is considered the 'gold standard' in the treatment of addictive disorders related to excessive technology use. However, the cognitive components of problematic internet use are not yet well-known. The aim of the present study was to explore the cognitive components, that according to problematic users, can lead to potential internet addiction. A total of 854 European adults completed an online survey using a mixed-methods design. Internet problems and attachment styles were assessed, prevalence rates estimated, correlations, chi-squared automatic interaction detection, and content analysis were performed. Self-reported addictions to social networking, internet, and gaming had a prevalence between 1.2% (gaming) to 2.7% (social networking). Self-perception of the addiction problem and preoccupied attachment style were discriminative factors for internet addiction. In an analysis of qualitative responses from self-identified compulsive internet users, a sense of not belonging and feeling of disconnection during life events were perceived as causes for internet addiction. The development depended on a cycle of mixed feelings associated with negative thoughts, compensated by a positive online identity. The severity of this behaviour pattern produced significant impairment in various areas of the participants' functioning, suggesting a possible addiction problem. It is suggested that health professionals administering CBT should target unhealthy preoccupations and monitor mixed feelings and thoughts related to internet use to support coping with cognitive distortions.


Subject(s)
Behavior, Addictive , Cognitive Behavioral Therapy , Video Games , Adult , Humans , Internet , Social Networking , Technology
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