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Montag C, Elhai JD, Kannen C, Bischof A, Brandt D, Schmidt H, Rozgonjuk D, Rumpf HJ. Insights into psychological characteristics of persons (not) agreeing to use an e-coach-application to reduce elevated Internet Use Disorder tendencies. Addict Behav Rep 2024; 20:100564. [PMID: 39831104 PMCID: PMC11740796 DOI: 10.1016/j.abrep.2024.100564] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/25/2024] [Revised: 08/20/2024] [Accepted: 09/24/2024] [Indexed: 01/22/2025] Open
Abstract
The present work aims to shed light on the question of whether certain psychological characteristics go along with choosing an e-coach offer to support healthy Internet use when reporting elevated Internet Use Disorder (IUD) tendencies. Data were from a large-scale stepped care approach study to treat persons with varying degrees of IUD tendencies. Recruitment for advertising the download of a smartphone app included social media, videos by influencers, paid ads, TV, radio, newspapers, workshops, and vocational schools. We contrasted a final sample of 184 declining, 907 agreeing, and 216 agreeing but not providing follow-up details needed to use such an e-coach, as well as 995 who did not explicitly decline or agree to participate (but refrained from using the e-coach). Participants were compared on several study variables, including sociodemographics, mental health, fear of missing out, personality, perceived stress, and IUD tendencies. Interestingly, we observed only two significant findings when contrasting the aforementioned groups using ANOVA. First, the group not agreeing to use the e-coach was associated with the lowest IUD tendencies and highest conscientiousness scores. Second, agreeing to use the e-coach was associated with older age. Further significant differences could be observed, but in general the accompanying effect sizes were very mild. In sum, the present study findings support the idea that greater subjective burden of IUD might result in more willingness to seek e-help, but also the personality trait of conscientiousness and a person's age might play a role here.
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Affiliation(s)
- Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
| | - Jon D. Elhai
- Department of Psychology, and Department of Psychiatry, University of Toledo, Toledo, OH, United States
| | - Christopher Kannen
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
| | - Anja Bischof
- Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
| | - Dominique Brandt
- Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
| | - Hannah Schmidt
- Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
| | - Dmitri Rozgonjuk
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
| | - Hans-Jürgen Rumpf
- Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
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Shah H, Helmy M, Vally Z. Hikikomori in the Middle East: The role of problematic gaming, social media use, and loneliness. PLoS One 2024; 19:e0312818. [PMID: 39471202 PMCID: PMC11521264 DOI: 10.1371/journal.pone.0312818] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/23/2024] [Accepted: 10/14/2024] [Indexed: 11/01/2024] Open
Abstract
Hikikomori, a form of severe social withdrawal has been found to be associated with behavioral addictions such as gaming addiction and problematic social media use (PSMU). Since literature related to hikikomori is lacking in the Middle East, this study aimed to determine whether there are significant differences in hikikomori-like traits between two different types of social media users and gamers and investigate loneliness as a potential mediator between hikikomori and the two types of problematic behaviors. A cross-sectional, correlational design was employed, collecting a final sample of 220 participants residing in Middle Eastern countries using a mixture of convenience and snowball sampling. Results showed that passive social media users demonstrated significantly greater hikikomori-like traits compared to active users. Furthermore, hikikomori-like traits exhibited significant positive associations with problematic gaming, PSMU, and loneliness. Two separate mediation analyses, the first with PSMU and a second with problematic gaming as predictors, revealed that loneliness acted as a significant mediator between both these problematic behaviors and hikikomori-like traits.
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Affiliation(s)
- Harshil Shah
- Department of Clinical Psychology, United Arab Emirates University, Al Ain, United Arab Emirates
| | - Mai Helmy
- Department of Psychology, Sultan Qaboos University, Muscat, Sultanate of Oman
| | - Zahir Vally
- Department of Clinical Psychology, United Arab Emirates University, Al Ain, United Arab Emirates
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Katz D, Horváth Z, Pontes HM, Koncz P, Demetrovics Z, Király O. How much gaming is too much? An analysis based on psychological distress. J Behav Addict 2024; 13:716-728. [PMID: 39024045 PMCID: PMC11457029 DOI: 10.1556/2006.2024.00036] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/28/2024] [Revised: 05/14/2024] [Accepted: 06/09/2024] [Indexed: 07/20/2024] Open
Abstract
Background While there are calls to restrict the time spent on gaming because it is seen as problematic and potentially leading to gaming disorder (GD), there is conflicting evidence about this issue. We explored the association between the average weekly time spent gaming and reported GD symptoms. Additionally, Latent Profile Analysis was employed to investigate how time spent gaming relates to variables representing psychological distress (PD), such as satisfaction with life, symptoms of depression, and perceived stress. Methods Data were collected using surveys with a large sample of highly engaged gamers (N = 14,740; Mage = 24.14 years, SDage = 7.0, 89.3% males). Results We observed a positive, close to linear association between time spent gaming and GD symptoms. Groups at risk of GD played for about 42 h (SD = 19) on average, according to the American Psychiatric Association and World Health Organization frameworks. Furthermore, we identified four profiles representing varying levels of PD. Gamers reporting very high levels of PD (4.2% of the sample) played for 33 h per week on average. Remarkably, a substantial percentage of the sample (41.9%) showed no PD despite playing for 26 h per week. Conclusion The association between gaming time and PD is complex as even prolonged time spent gaming can be unproblematic for many gamers.
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Affiliation(s)
- Dana Katz
- Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Zsolt Horváth
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar
| | - Halley M. Pontes
- School of Psychological Sciences, Birkbeck, University of London, London, United Kingdom
| | - Patrik Koncz
- Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar
- College of Education, Psychology and Social Work, Flinders University, Adelaide, Australia
| | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar
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Wang Y, Zhang L, Wang C, Lin M, Zheng L, Guo X. An Empirical Investigation of the Relationships Among Self-Esteem, Depression and Self-Serving Bias in People with Internet Gaming Disorder. Psychol Res Behav Manag 2024; 17:2557-2571. [PMID: 38973976 PMCID: PMC11227327 DOI: 10.2147/prbm.s462184] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/31/2024] [Accepted: 06/25/2024] [Indexed: 07/09/2024] Open
Abstract
Introduction People are generally characterized by a self-serving bias which describes the tendency to ascribe positive outcomes or success to internal or personal causes (self-enhancement motivation) and ascribe negative outcomes or failure to external or situational causes (self-protection motivation). It has been found that the individuals with internet gaming disorder (IGD) who have low self-esteem and high depression exhibit an attenuated self-serving bias. However, the relationships among self-esteem, depression and self-serving bias are not clearly identified. Methods A sample of 138 IGD participants completed self-esteem and depression scales and a causal attribution task (Study 1) to examine the relationships among self-esteem, depression and self-serving bias (both self-enhancement and self-protection). In follow-up Study 2, 28 IGD participants were recruited to undertake self-affirmation intervention which can affirm one's sense of global self-view and bolster self-esteem to explore whether self-affirmation would trigger a reduction of depression and a raise of self-serving bias. Results The results of path analysis in Study 1 showed that the self-serving bias was predicted by self-esteem and depression, and the depression played a mediating role between self-esteem and self-serving bias. The results of Study 2 showed that the IGD participants reported higher self-esteem, lower depression and engaged in more self-protection motivation after affirming-self manipulation as compared with affirming-other manipulation. Conclusion These findings suggest that self-esteem predicts self-serving bias through depression and self-affirmation could trigger an increase of self-esteem, further decrease depression and improve self-serving bias for the individuals with IGD. The present article clearly identified the relationships among these factors and provided a new approach to promote positive self-concept in individuals with IGD. Future research is warranted to explore the lasting benefits of self-affirmation on domains of education, relationships and gaming withdrawal for the individuals with IGD among different populations.
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Affiliation(s)
- Yifan Wang
- Mental Health Education Center, Zhengzhou University, Zhengzhou, People’s Republic of China
- School of Psychology and Cognitive Science, East China Normal University, Shanghai, People’s Republic of China
| | - Lei Zhang
- School of Physical Education (Main Campus), Zhengzhou University, Zhengzhou, People’s Republic of China
| | - Chenggong Wang
- College of Science and Technology, Ningbo University, Ningbo, People’s Republic of China
| | - Min Lin
- Mental Health Education Center, Zhengzhou University, Zhengzhou, People’s Republic of China
| | - Li Zheng
- Fudan Institute on Ageing, Fudan University, Shanghai, People’s Republic of China
- Ministry of Education (MOE) Laboratory for National Development and Intelligent Governance, Fudan University, Shanghai, People’s Republic of China
| | - Xiuyan Guo
- Fudan Institute on Ageing, Fudan University, Shanghai, People’s Republic of China
- Ministry of Education (MOE) Laboratory for National Development and Intelligent Governance, Fudan University, Shanghai, People’s Republic of China
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Siřínková D, Blinka L, Montag C. Gaming disorder test: Assessing psychometric properties, prevalence, temporal stability, and invariance using a Czech two-time-point longitudinal sample. J Psychiatr Res 2024; 175:192-199. [PMID: 38739952 DOI: 10.1016/j.jpsychires.2024.05.023] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/18/2023] [Revised: 04/09/2024] [Accepted: 05/08/2024] [Indexed: 05/16/2024]
Abstract
In 2019, Gaming Disorder (GD) was acknowledged as an official diagnosis by the World Health Organization. The Gaming Disorder Test (GDT) is the most widely used tool to measure GD; however, due to its novelty, various measurement properties are still unexplored, and the number of validated language variants is still limited. The present study is the first to assess the psychometric properties of the Czech version of the GDT. Further, it focuses on its temporal prevalence and stability, gaming genre invariance, and criterion validity. A large-scale sample of adult Czech gamers collected at two points within nine months was analysed - T1 N = 5356; T2 N = 6077; longitudinal sample N = 1430. Confirmatory factor analysis (CFA), structural equation modelling (SEM), and multigroup CFA were employed to assess the measurement invariance. The study confirmed the one-factor structure of the GDT and showed that it is invariant across preferred gaming genres and the time of data collection. It showed a negative relationship with life satisfaction and a positive relationship with anxiety, even when controlling for their mutual relationships. The prevalence in the longitudinal sample was equal to or below 1.9% in each wave, but only 0.5% in the longitudinal sample (hence n = 7 participants fulfilled in both waves the criteria for GD). The study suggests that the Czech version of the GDT has good psychometric properties, including temporal stability and invariance across gaming genres, so it is suitable for the survey type and epidemiological investigation of the ICD-11's Gaming Disorder.
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Affiliation(s)
- Dita Siřínková
- Psychology Research Institute, Faculty of Social Studies, Masaryk University, Brno, Czech Republic
| | - Lukas Blinka
- Psychology Research Institute, Faculty of Social Studies, Masaryk University, Brno, Czech Republic.
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm, Ulm University, Germany
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Montag C, Pontes HM, Kannen C, Rozgonjuk D, Brandt D, Bischof A, Salbach H, Mößle T, Wölfling K, Rumpf HJ. Examining the interplay between internet use disorder tendencies and well-being in relation to sofalizing during the COVID-19 pandemic. Compr Psychiatry 2024; 130:152452. [PMID: 38290293 DOI: 10.1016/j.comppsych.2024.152452] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/17/2023] [Revised: 12/21/2023] [Accepted: 01/12/2024] [Indexed: 02/01/2024] Open
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.
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Affiliation(s)
- Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany.
| | - Halley M Pontes
- School of Psychological Sciences, Birkbeck, University of London, London, United Kingdom
| | - Christopher Kannen
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
| | - Dmitri Rozgonjuk
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany; Institute of Mathematics and Statistics, University of Tartu, Tartu, Estonia
| | - Dominique Brandt
- Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
| | - Anja Bischof
- Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
| | - Harriet Salbach
- Free University of Berlin, Department of Education and Psychology, Berlin, Germany; Start: Psychotherapy and Coaching, Berlin, Germany
| | - Thomas Mößle
- Media Protect e.V., Emmendingen, Germany; State Police College of Baden-Württemberg, Villingen-Schwenningen, Germany
| | - Klaus Wölfling
- Outpatient Clinic for Behavioral Addictions, Department of Psychosomatic Medicine and Psychotherapy, University Medical Center of the Johannes Gutenberg-University Mainz, Mainz, Germany
| | - Hans-Jürgen Rumpf
- Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
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Rozgonjuk D, Ignell J, Mech F, Rothermund E, Gündel H, Montag C. Smartphone and Instagram use, body dissatisfaction, and eating disorders: investigating the associations using self-report and tracked data. J Eat Disord 2023; 11:149. [PMID: 37667321 PMCID: PMC10478361 DOI: 10.1186/s40337-023-00865-1] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/14/2023] [Accepted: 08/08/2023] [Indexed: 09/06/2023] Open
Abstract
BACKGROUND Previous research has linked smartphone and Instagram use to higher body dissatisfaction (BD) as well as eating disorder (ED) symptomatology. However, these studies have typically been limited to using self-report measures for technology use which, as shown by scientific literature, might not be reliable. In the present work, we combine self-reported assessments as well as tracked smartphone and Instagram use. METHODS The effective sample comprised N = 119 women (34 with ED diagnosis history) who were queried about BD and ED symptomatology, and who provided the data about their smartphone and Instagram use duration for each day of the previous week. RESULTS The study results show that women with an ED diagnosis history scored higher on both BD as well as ED scales. Although women with an ED diagnosis history had higher smartphone screen time, there were no statistically significant differences in Instagram screen time. Tracked smartphone use duration was positively correlated with both BD and ED symptomatology, but the role of Instagram use needs to be further elucidated. CONCLUSIONS The results of this study show that while BD and ED symptomatology are correlated with smartphone use, it may be that Instagram use is not the main contributor to that relationship.
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Affiliation(s)
- Dmitri Rozgonjuk
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Helmholtzstraße 8/1, 89081, Ulm, Germany.
- Institute of Mathematics and Statistics, University of Tartu, Tartu, Estonia.
- Institute of Computer Science, University of Tartu, Tartu, Estonia.
| | - Johanna Ignell
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Helmholtzstraße 8/1, 89081, Ulm, Germany
| | - Franziska Mech
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Helmholtzstraße 8/1, 89081, Ulm, Germany
| | - Eva Rothermund
- Ulm University Medical Center, Department of Psychosomatic Medicine and Psychotherapy, Ulm University, Ulm, Germany
| | - Harald Gündel
- Ulm University Medical Center, Department of Psychosomatic Medicine and Psychotherapy, Ulm University, Ulm, Germany
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Helmholtzstraße 8/1, 89081, Ulm, Germany.
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Vengurlekar IN, Thudi KR. College Student Video Gaming: Risk or Resilience for Mental Health? Psychol Rep 2023:332941231196551. [PMID: 37599388 DOI: 10.1177/00332941231196551] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 08/22/2023]
Abstract
Video gaming has become a popular method of entertainment for college students. Previous work indicates mixed results regarding the link between video gaming and mental health outcomes. However, little research has addressed how different genres of video games might produce various mental health outcomes. The current study examined whether video game genre enjoyment moderated the links between time spent playing video games and anxiety and stress in college students. College students responded to measures assessing various components of mental health indicating their engagement with various genres of video games. Results indicated no evidence of moderation in all genres of video games. The only significant association to emerge was that of time spent playing life simulation games and anxiety. Our findings demonstrate a minimal influence of video gaming on stress and anxiety levels among college students. Discussed are rationales for the null results and future directions for video game focused research.
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Affiliation(s)
- Ishan N Vengurlekar
- Department of Educational Psychology, University of Wisconsin-Madison, Madison, WI, USA
| | - Koushik R Thudi
- Department of Psychological Sciences, University of Arkansas, Fayetteville, AR, USA
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Thakur PC, Sharma MK, Mohan V, Kommu JVS, Anand N, Marimuthu P. Gaming among female adolescents: profiling and psychopathological characteristics in the Indian context. Front Psychiatry 2023; 14:1081764. [PMID: 37215680 PMCID: PMC10196071 DOI: 10.3389/fpsyt.2023.1081764] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/27/2022] [Accepted: 04/07/2023] [Indexed: 05/24/2023] Open
Abstract
Objectives Gaming is a predominant leisure time activity among adolescents, and the literature suggests that unrestrained gaming behavior might lead to gaming disorder. ICD-11 and DSM-5 have recognized gaming disorder as a psychiatric condition and grouped it under the behavioral addiction category. Research on gaming behavior and addiction is largely based on data from the male population, and problematic gaming has largely been understood from the male perspective. In this study, we are attempting to bridge the existing lacuna in the literature by exploring gaming behavior, gaming disorder, and its related psychopathological characteristics among female adolescents in India. Methods The study was conducted on a sample of 707 female adolescent participants who were contacted through schools and academic institutes in a city in Southern India. The study adopted a cross-sectional survey design, and data were administered using the mixed modality of online and offline data collection. The participants filled out the following set of questionnaires: socio-demographic sheet, Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), Strength and Difficulties Questionnaire (SDQ), Rosenberg self-esteem scale, and Brief sensation-seeking scale (BSSS-8). The data gathered from the participants were then statistically analyzed using SPSS software version 26. Results The descriptive statistics revealed that 0.8% of the sample (i.e., five participants out of 707) obtained scores meeting gaming addiction criteria. Correlation analysis demonstrated a significant relationship between all the psychological variables with total IGD scale scores (p < 0.05). Total SDQ, total BSSS-8, and domain scores of SDQ, such as emotional symptoms, conduct, hyperactivity, and peer problems, were positively correlated, whereas total Rosenberg scores and domain scores of prosocial behaviors of SDQ were negatively correlated. The Mann-Whitney U-test was employed to compare "with gaming disorder" and "without gaming disorder" categories of female participants. Comparing these two groups revealed significant differences in emotional symptoms, conduct, hyperactivity/inattention, peer problem, and self-esteem scale scores. Furthermore, quantile regression was computed, showing that conduct, peer problem, and self-esteem displayed trend-level prediction for gaming disorder. Conclusion Female adolescents prone to gaming addiction can be identified through psychopathological characteristics of conduct, peer problem, and low self-esteem. This understanding can be useful in developing a theoretical model focusing on early screening and preventive strategies for at-risk female adolescents.
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Affiliation(s)
- Pranjali Chakraborty Thakur
- Service for Healthy Use of Technology (SHUT) Clinic, Department of Clinical Psychology, National Institute of Mental Health and Neuro-sciences (NIMHANS), Bengaluru, Karnataka, India
- Department of Clinical Psychology, National Institute of Mental Health and Neuro-sciences (NIMHANS), Bengaluru, Karnataka, India
| | - Manoj Kumar Sharma
- Service for Healthy Use of Technology (SHUT) Clinic, Department of Clinical Psychology, National Institute of Mental Health and Neuro-sciences (NIMHANS), Bengaluru, Karnataka, India
- Department of Clinical Psychology, National Institute of Mental Health and Neuro-sciences (NIMHANS), Bengaluru, Karnataka, India
| | - Vineeth Mohan
- Department of Clinical Neurosciences, National Institute of Mental Health and Neuro-sciences (NIMHANS), Bengaluru, Karnataka, India
| | - John Vijay Sagar Kommu
- Department of Child and Adolescent Psychiatry, National Institute of Mental Health and Neuro-sciences (NIMHANS), Bengaluru, Karnataka, India
| | - Nitin Anand
- Service for Healthy Use of Technology (SHUT) Clinic, Department of Clinical Psychology, National Institute of Mental Health and Neuro-sciences (NIMHANS), Bengaluru, Karnataka, India
- Department of Clinical Psychology, National Institute of Mental Health and Neuro-sciences (NIMHANS), Bengaluru, Karnataka, India
| | - Palaniappan Marimuthu
- Department of Biostatistics, National Institute of Mental Health and Neuro-sciences (NIMHANS), Bengaluru, Karnataka, India
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Gopali L, Dhital R, Koirala R, Shrestha T, Bhusal S, Rimal R, Shrestha C, Shah R. Effect of COVID-19 pandemic on internet gaming disorder among general population: A systematic review and meta-analysis. PLOS GLOBAL PUBLIC HEALTH 2023; 3:e0001783. [PMID: 37027365 PMCID: PMC10081738 DOI: 10.1371/journal.pgph.0001783] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/22/2022] [Accepted: 03/09/2023] [Indexed: 04/08/2023]
Abstract
Internet gaming disorder (IGD) has been rising in recent years. The COVID-19 pandemic has led to a noticeable shift in the way people interact with technology, which could have further contributed to an increase in IGD. Post-pandemic, the concern for IGD is likely to continue as people have become increasingly reliant on online activities. Our study aimed to assess the prevalence of IGD among the general population globally during the pandemic. Relevant studies that assessed IGD during COVID-19 were identified using PubMed, EMBASE, Scopus, CINAHL, and PsycNET between 2020, Jan 1 and 2022, May 23. We used NIH Quality Assessment Tool for Observational Cohort and Cross-Sectional Studies to assess the risk of bias, and GRADEpro for the certainty of the evidence. Three separate meta-analyses were performed using Comprehensive meta-analysis software and Revman 5.4. In total, 362 studies were identified, of which 24 observational (15 cross-sectional and 9 longitudinal) studies among 83,903 population were included in the review, and 9 studies in the meta-analysis. The risk of bias assessment showed an overall fair impression among the studies. The meta-analysis for a single group of 3 studies showed the prevalence rate of 8.00% for IGD. Another meta-analysis of 4 studies for a single group showed a pooled mean of 16.57 which was lower than the cut-off value of the IGDS9-SF tool. The two-group meta-analysis of 2 studies showed no significant difference between the groups before and during COVID-19. Our study showed no clear evidence of increased IGD during COVID-19 due to limited number of comparable studies, substantial heterogeneity, and low certainty of evidence. Further well-designed studies are needed to provide stronger evidence to implement suitable interventions to address IGD worldwide. The protocol was registered and published in the International Prospective Register for Systematic Review (PROSPERO) with the registration number CRD42021282825.
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Affiliation(s)
| | | | | | | | | | | | | | - Richa Shah
- Health Action and Research, Kathmandu, Nepal
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Montag C, Schivinski B, Kannen C, Pontes HM. Investigating gaming disorder and individual differences in gaming motives among professional and non-professional gamers: An empirical study. Addict Behav 2022; 134:107416. [PMID: 35901542 DOI: 10.1016/j.addbeh.2022.107416] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/02/2022] [Revised: 05/24/2022] [Accepted: 06/23/2022] [Indexed: 01/31/2023]
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.
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Affiliation(s)
- Christian Montag
- Department of Molecular Psychology, Institute for Psychology and Education, Ulm University, Ulm, Germany.
| | - Bruno Schivinski
- School of Media and Communication, RMIT University, Melbourne, Australia
| | - Christopher Kannen
- Department of Molecular Psychology, Institute for Psychology and Education, Ulm University, Ulm, Germany
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
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Cudo A, Montag C, Pontes HM. Psychometric Assessment and Gender Invariance of the Polish Version of the Gaming Disorder Test. Int J Ment Health Addict 2022:1-24. [PMID: 36217446 PMCID: PMC9533968 DOI: 10.1007/s11469-022-00929-4] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 09/21/2022] [Indexed: 11/18/2022] Open
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.
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Affiliation(s)
- Andrzej Cudo
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
| | - Halley M. Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, UK
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Maldonado-Murciano L, Guilera G, Montag C, Pontes HM. Disordered gaming in esports: Comparing professional and non-professional gamers. Addict Behav 2022; 132:107342. [PMID: 35584554 DOI: 10.1016/j.addbeh.2022.107342] [Citation(s) in RCA: 12] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/11/2021] [Revised: 04/11/2022] [Accepted: 04/24/2022] [Indexed: 12/18/2022]
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.
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Affiliation(s)
- Laura Maldonado-Murciano
- Faculty of Psychology, University of Barcelona, Passeig de la Vall d'Hebron, 171, 08035 Barcelona, Spain; Institute of Neurosciences, University of Barcelona, Passeig de la Vall d'Hebron, 171, 08035 Barcelona, Spain
| | - Georgina Guilera
- Faculty of Psychology, University of Barcelona, Passeig de la Vall d'Hebron, 171, 08035 Barcelona, Spain; Institute of Neurosciences, University of Barcelona, Passeig de la Vall d'Hebron, 171, 08035 Barcelona, Spain
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Helmholtzstraße 8/1, 89081 Ulm, Germany
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, Malet Street, Bloomsbury, WC1E 7HX London, United Kingdom.
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Micallef D, Parker L, Brennan L, Schivinski B, Jackson M. Improving the Health of Emerging Adult Gamers-A Scoping Review of Influences. Nutrients 2022; 14:2226. [PMID: 35684027 PMCID: PMC9182998 DOI: 10.3390/nu14112226] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/19/2022] [Revised: 05/17/2022] [Accepted: 05/23/2022] [Indexed: 12/12/2022] Open
Abstract
Emerging adults (EAs), defined as adults aged 18 to 25, remain a difficult group to engage in healthy behaviours (including positive dieting and eating patterns). The environmental elements that influence the health behaviours of EAs have been studied. However, the literature is mixed on how online game environments, including eSports and game streaming, can be used to positively engage EAs. In this scoping review, we identified and analysed research on online games, EAs, and dietary patterns to create a behavioural ecological map of influences that intersect with EAs through online games. In total, 75 studies were found, identifying 23 influences that intersect with EAs through their online game use. ESports organisations, eSports athletes, and content creators may be areas of future research (and intervention) as these factors could positively influence the dietary behaviours of EAs (through online games).
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Affiliation(s)
- David Micallef
- School of Media and Communication, Royal Melbourne Institute of Technology, Melbourne 3000, Australia; (L.P.); (L.B.); (B.S.); (M.J.)
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