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
| ID | 15467355 |
|---|---|
| Autores | Sophia 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) |
| Ano | 2022 |
| Volume | 19 |
| Fascículo | 15 |
| Páginas | 9476-9476 |
| Data de publicação | 2022-08-02 |
| Peer Reviewed | Sim |
| Open Access | Sim |
| Tipo | ARTICLE |
| Periódico | International Journal of Environmental Research and Public Health (JOURNAL) |
| Identificadores do periódico | ISSN: 1661-7827 • E-ISSN: 1660-4601 |
| Editora | Multidisciplinary Digital Publishing Institute (PUBLISHER • CH) |
| DOI | 10.3390/ijerph19159476 |
| PMID | 35954855 |
| OpenAlex | W4289518493 |
| Idioma | EN |
| Citações recebidas | 1 |
| Referências citadas | 66 |
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
Expert appraisal of criteria for assessing gaming disorder
Development of a sensation-seeking scale.
Neurobiologic Advances from the Brain Disease Model of Addiction
Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective
Problematic involvement in online games
Online gaming addiction in children and adolescents
Factor structure of the barratt impulsiveness scale
Gaming disorder
Online Gaming Addiction
Inhibition and impulsivity
The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming
Decision making, impulse control and loss of willpower to resist drugs
Gaming disorder and the Covid-19 pandemic
Sensation seeking and internet dependence of Taiwanese high school adolescents
Why do you play? The development of the motives for online gaming questionnaire (Mogq)
Motivations for Play in Online Games
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
The social side of gaming
Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games
Altered Reward Processing System in Internet Gaming Disorder
Monetary Reward Discounting, Inhibitory Control, and Trait Impulsivity in Young Adults With Internet Gaming Disorder and Nicotine Dependence
Internet Use and Problematic Use in Seniors
The Relationship between Impulsivity and Internet Gaming Disorder in Young Adults
Patterns of and Motivations for Concurrent Use of Video Games and Substances
A review of behavioral and biological correlates of sensation seeking
Excessive Computer Game Playing among Norwegian Adults
Who plays, how much, and why? Debunking the stereotypical gamer profile
Relations of Stress and Drinking Motives to Young Adult Alcohol Misuse
Investigation of the Online Game Addiction Level, Sociodemographic Characteristics and Social Anxiety as Risk Factors for Online Game Addiction in Middle School Students
The benefits of playing video games
Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills
| Obras citantes distintas | 1 |
|---|---|
| Citações por ano | 0,33 |
| Intervalo de citações | 2023 - 2023 (1) |
| Velocidade de citação | historical |
| Altamente citado | Não |
| Tipos de citação | Neutras: 1 |