Pular para o conteúdo principal

ETHNOS_APP

Início • Busca • Periódicos • Lista 0

Predictors of Gaming Disorder or Protective from It, in a French Sample

A Symptomatic Approach to Self-Regulation and Pursued Rewards, Providing Insights for Clinical Practice

Dados Bibliográficos

ID15467355
AutoresSophia Achab (0000-0002-3861-3297, University of Geneva, autor correspondente), Stéphane Rothen (0000-0003-3891-277X, Research Centre for Statistics, Faculty of Economy and Management, Geneva University, 1205 Geneva, Switzerland), Julie Giustiniani (0000-0003-0208-6306, Inserm), Magali Nicolier (0000-0001-5135-5109, Inserm), Elizabeth Franc (University of Geneva), Daniele Zullino (0000-0003-2468-8965, University of Geneva), Frédéric Mauny (0000-0002-8512-2693, Centre National de la Recherche Scientifique), Emmanuel Haffen (0000-0002-4091-518X, Inserm)
Ano2022
Volume19
Fascículo15
Páginas9476-9476
Data de publicação2022-08-02
Peer ReviewedSim
Open AccessSim
TipoARTICLE
PeriódicoInternational Journal of Environmental Research and Public Health (JOURNAL)
Identificadores do periódicoISSN: 1661-7827 • E-ISSN: 1660-4601
EditoraMultidisciplinary Digital Publishing Institute (PUBLISHER • CH)
DOI10.3390/ijerph19159476
PMID35954855
OpenAlexW4289518493
IdiomaEN
Citações recebidas1
Referências citadas66

Gaming disorder (GD) is a new health condition still requiring a lot of evidence established around its underlying and related psychological mechanisms. In our study we focused on Massively Multiplayer Online Role Playing Games (MMORPGs), a specific very popular and engaging game genre, to determine that benefit, motivation and control aspects could be predictive of a dysfunctional engagement in gaming. In total, 313 participants were recruited from private forums of gamers between May 2009 and March 2010. They filled out a questionnaire on their socio-demographic data and their weekly gaming time. They also completed different psychometric assessments such as the DSM IV-TR criteria for substance dependence adapted to gaming such as the Dependence Adapted Scale (DAS), the external rewards they expected from gaming (External Motives), the expected internal reward they expected from gaming (Internal Motives), the Zuckerman Sensation Seeking Scale (ZSSS), and the Barratt impulsiveness Scale (BIS-10). Results showed that some psychological factors related to online gaming represented risk factors for GD in participants (i.e., competition and advancement motives, reduced anxiety, solace, greater personal satisfaction, and sense of power), whereas some others were found to be protective factors from GD (i.e., recreation, enjoyment and experience seeking) in participants. Additionally, the study found that disinhibition, boredom susceptibility, thrill and adventure seeking, and high impulsivity were correlated to GD in participants. In conclusion, not only motives for gaming and impulsivity could be predictors for GD, but maladaptive coping strategies based on experienced relief in-game from negative feelings (anxiety and boredom) or experienced improvement in-game of self-perception (personal satisfaction, sense of power) could play as well a role of negative reinforcers for GD. Some benefits from gaming, typically entertainment and enjoyment, are shown to be protective factors from GD, playing the role of positive reinforcing factors. They are worthy of being identified and promoted as functional gaming habits. These findings can feed the clinical and health promotion fields, with a more in-depth understanding of diverse psychological factors in gamers, identifying those at risk for GD and those protective from it. The current work can foster a more balanced approach towards gaming activities, taking their opportunities for mankind and controlling for their adverse effects in some individuals

Anxiety · Barratt Impulsiveness Scale · Boredom · Computer-assisted web interviewing · Dysfunctional family · Feeling · Impulsivity · Personality · Psychiatry · Sensation Seeking · Clinical Psychology · Digital Games and Media · Gambling Behavior and Treatments · Impact of Technology on Adolescents · Psychology · Social Psychology

  • Boredom Susceptibility and Quit Smoking

    Daniel Suárez-Castro, María Barroso-Hurtado et al.•The Journal of Psychology•2023

  • Expert appraisal of criteria for assessing gaming disorder

    Open Access•Jesús Castro‐calvo, Daniel L King et al.•Addiction•2021

  • Development of a sensation-seeking scale.

    Marvin Zuckerman, Elizabeth A Kolin et al.•Journal of Consulting Psychology•1964

  • Neurobiologic Advances from the Brain Disease Model of Addiction

    Nora D Volkow, George F Koob et al.•New England Journal of Medicine•2016

  • Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective

    Open Access•Hans‐jürgen Rumpf, Sophia Achab et al.•Journal of Behavioral Addictions•2018

  • Problematic involvement in online games

    Open Access•Joël Billieux, Gabriel Thorens et al.•Computers in Human Behavior•2015

  • Online gaming addiction in children and adolescents

    Open Access•Daria J Ku, Mark D Griffiths•Journal of Behavioral Addictions•2012

  • Factor structure of the barratt impulsiveness scale

    Open Access•Jim H Patton, Matthew S Stanford et al.•Journal of Clinical Psychology•1995

  • Gaming disorder

    Open Access•Jennifer B Saunders, John B Saunders et al.•Journal of Behavioral Addictions•2017

  • Online Gaming Addiction

    Open Access•Mehwash Mehroof, Mark D Griffiths•Cyberpsychology Behavior and…•2010

  • Inhibition and impulsivity

    Andrea Bari, Trevor W Robbins•Progress in Neurobiology•2013

  • The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming

    Open Access•Orsolya Király, Róbert Urbán et al.•Journal of Medical Internet…•2015

  • Decision making, impulse control and loss of willpower to resist drugs

    Open Access•Antoine Bechara•Nature Neuroscience•2005

  • Gaming disorder and the Covid-19 pandemic

    Open Access•Daniel L King, Sophia Achab et al.•Journal of Behavioral Addictions•2022

  • Sensation seeking and internet dependence of Taiwanese high school adolescents

    Open Access•Sunny S J Lin, Chia-Chun Tsai et al.•Computers in Human Behavior•2002

  • Why do you play? The development of the motives for online gaming questionnaire (Mogq)

    Open Access•Zsolt Demetrovics, Róbert Urbán et al.•Behavior Research Methods•2011

  • Motivations for Play in Online Games

    Open Access•Nick Yee•CyberPsychology & Behavior•2006

  • Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth

    Open Access•Joël Billieux, Martial Van Der Linden et al.•Computers in Human Behavior•2012

  • The social side of gaming

    Open Access•Sabine Trepte, Leonard Reinecke et al.•Computers in Human Behavior•2011

  • Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games

    Open Access•Daria J Ku, Daria J Kuss et al.•Cyberpsychology Behavior and…•2012

  • Altered Reward Processing System in Internet Gaming Disorder

    Open Access•Syeda Raiha, Guochun Yang et al.•Frontiers in Psychiatry•2020

  • Monetary Reward Discounting, Inhibitory Control, and Trait Impulsivity in Young Adults With Internet Gaming Disorder and Nicotine Dependence

    Open Access•Wan-Sen Yan, Ruoting Chen et al.•Frontiers in Psychiatry•2021

  • Internet Use and Problematic Use in Seniors

    Open Access•Lucien Rochat, Monika Wiłkość-Dębczyńska et al.•Frontiers in Psychiatry•2021

  • The Relationship between Impulsivity and Internet Gaming Disorder in Young Adults

    Open Access•Hyera Ryu, Ji-Yoon Lee et al.•International Journal of…•2018

  • Patterns of and Motivations for Concurrent Use of Video Games and Substances

    Open Access•Geoffrey L Ream, L Elliott et al.•International Journal of…•2011

  • A review of behavioral and biological correlates of sensation seeking

    Open Access•Jonathan W Roberti•Journal of Research in Personality•2004

  • Excessive Computer Game Playing among Norwegian Adults

    Open Access•Hanne Gro Wenzel, Inger Johanne Bakken et al.•Psychological Reports•2009

  • Who plays, how much, and why? Debunking the stereotypical gamer profile

    Open Access•Dmitri Williams, Nick Yee et al.•Journal of Computer-Mediated…•2008

  • Relations of Stress and Drinking Motives to Young Adult Alcohol Misuse

    Open Access•Chelsie D Temmen, Lisa J Crockett•Journal of Youth and Adolescence•2020

  • Investigation of the Online Game Addiction Level, Sociodemographic Characteristics and Social Anxiety as Risk Factors for Online Game Addiction in Middle School Students

    Open Access•Semra Karaca, Ayşe Karakoç et al.•Community Mental Health Journal•2020

  • The benefits of playing video games

    Isabela Granic, Adam Lobel et al.•American Psychologist•2013

  • Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills

    Open Access•Benoit Bediou, Deanne Adams et al.•Psychological Bulletin•2018

Obras citantes distintas1
Citações por ano0,33
Intervalo de citações2023 - 2023 (1)
Velocidade de citaçãohistorical
Altamente citadoNão
Tipos de citaçãoNeutras: 1
Ethnos_APP • Projeto Open Source • Licença MIT • Frontend v2.0.0 • Privacidade e Cookies • Documentação da API: api.ethnos.app/docs • Código da API: GitHub • DOI: 10.5281/zenodo.17049435 • Código do Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae