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Chern JS, Yang Y, Chu CC. Enhancing Cognition, Self-Efficacy, and Postural Control Skills of Persons with Schizophrenia Spectrum Disorders Using Immersive Puzzle Video Games. Games Health J 2025. [PMID: 40206027 DOI: 10.1089/g4h.2024.0173] [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: 04/11/2025] Open
Abstract
Introduction: Players' engagement in video games is dependent on their level of immersion in the virtual gaming environment. Tabletop (TT) puzzle video games (PVGs), which are usually played in a sedentary posture and require upper limb motor skill, improve players' cognition and upper limb motor performance. Immersive PVGs, such as Angry Birds, have been created recently. These games are played in a standing mode and require the players to shift their center of gravity (COG) to achieve the gaming goals. Their task-oriented nature makes it possible for these video games to improve players' self-efficacy. However, there is a lack of research into the cognitive, upper and lower limb motor performance, capacity to shift the COG, that is, stability limit, and self-efficacy benefits of immersive PVGs played in standing mode. Objectives: This study examined the effects of an immersive physics-based PVG (PBPVG), the Angry Birds, on cognition, motor outcomes, and self-efficacy. Immersive video games were developed in order to enable a high level of immersion and engagement. We hypothesized that following three sessions per week for 12 weeks of training, players would demonstrate improvements in cognition, upper and lower limb motor performance, stability limit, and self-efficacy. Methods: A sample of 82 adults with schizophrenia spectrum disorders recruited from two psychiatric rehabilitation units were assigned by lottery randomization to an experimental group or a control group (n = 41 respectively). Participants in the experimental group played Angry Birds in standing mode for three 50-minute sessions per week for 12 weeks. Processing speed and cognitive flexibility (two critical components of integrated cognition), upper and lower limb motor performance, stability limit, and self-efficacy were evaluated at baseline and at 12 weeks. Results: A repeated measures two-way analysis of variance revealed significant interaction effects (P = 0.021-P < 0.001) with medium to large effect sizes (ηp2 = 0.064-0.241) for stability limit and self-efficacy. Significant main effects (P < 0.001) with medium to large effect sizes (ηp2 = 0.095-0.277) for processing speed and upper and lower limb motor performance were found. The following simple main effects examined with one-way analysis of covariance showed significant improvement (P < 0.001) with medium to large effect sizes (ηp2 = 0.151-0.249) for stability limit and self-efficacy. A near significant difference (P = 0.063) with a near medium effect size (ηp2 = 0.040) showed improvement in cognitive flexibility, but nonsignificant improvement (P > 0.05) with a trivial effect size (ηp2 = 0.001) for processing speed and a small effect size (ηp2 = 0.021-0.027) for upper and lower limb motor performance were found. Conclusion: PBPVGs could improve cognitive flexibility, stability limit, and self-efficacy. These effects might depend on the level of immersion, type of motor skill and body part involvement, and demands of cognitive components when playing, which might stem from the task-oriented nature of the chosen game and gaming mechanism.
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Affiliation(s)
- Jen-Suh Chern
- Graduate Institute of Rehabilitation Counseling and Gerontological Wellbeing, National Taiwan Normal University, Taipei City, Taiwan
| | - Yu Yang
- Department of Occupational Therapy, Tri-Service General Hospital, Beitou Branch. Taipei City, Taiwan
| | - Chien-Chun Chu
- Department of Psychiatry, Taipei Veterans General Hospital, Hsinchu Branch, Hsinchu, Taiwan
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Nuske J, Nuske L, Hides L, King DL. Evaluating the effect of detached mindfulness techniques on gaming-related urges and intentions to play. Addict Behav 2025; 163:108258. [PMID: 39809113 DOI: 10.1016/j.addbeh.2025.108258] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/17/2024] [Revised: 12/16/2024] [Accepted: 01/07/2025] [Indexed: 01/16/2025]
Abstract
Individuals who struggle to regulate their gaming involvement, particularly those with gaming disorder, often report strong subjective urges to play games. Desire thinking has been proposed to be an active driver of urge, and therefore disrupting desire thinking processes may reduce urges to play. Detached mindfulness, a meta-cognitive therapy technique, is a candidate option for reducing desire thinking, but the available research in relation to gaming is limited. To address this gap, this pre-registered study employed a 3 (Group: mindfulness, relaxation, control) x 3 (Time: baseline, pre-task, post-task) mixed experimental design to evaluate the effectiveness of different techniques to reduce gaming urges. Gamers (N = 337) were recruited via the crowd-sourcing platform Prolific. Participants were administered interactive video-based tasks that induced gaming-related desire thinking and were then randomly delivered one of three techniques. Results showed that the desire thinking exercise significantly increased gaming urge. However, the detached mindfulness technique had no significant effect on urge to play, whereas relaxation significantly reduced urge compared to control. The effect of relaxation on urge was stronger for those with moderate to high impulsivity. These results support the proposed link between desire thinking and gaming urge. Gaming urges may be reliably induced using a brief self-guided protocol, which has applications for interventions involving exposure exercises without the use of physical gaming stimuli. Relaxation techniques may have short-term utility in reducing gaming-related urges. Further research should examine other meta-cognitive therapy-based techniques to support a broader research program on CBT for gaming disorder.
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Affiliation(s)
- Jaime Nuske
- College of Education Psychology & Social Work Flinders University Australia.
| | - Luke Nuske
- Central Adelaide Local Health Network Adelaide SA Australia
| | - Leanne Hides
- School of Psychology, The University of Queensland Brisbane Australia; National Centre for Youth Substance Use Research, The University of Queensland Brisbane Australia
| | - Daniel L King
- College of Education Psychology & Social Work Flinders University Australia
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Castro CM, Neto DD. From healthy play to gaming disorder: Psychological profiles from emotional regulation and motivational factors. J Behav Addict 2025; 14:276-288. [PMID: 39819889 PMCID: PMC11974420 DOI: 10.1556/2006.2024.00077] [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: 02/29/2024] [Revised: 10/04/2024] [Accepted: 12/07/2024] [Indexed: 01/19/2025] Open
Abstract
Background and Aims The widespread popularity of video games reflects their appeal to meet fundamental needs. This study aims to investigate the psychological factors of gaming use, identifying profiles ranging from healthy to gaming disorder. Methods In this cross-sectional study, 5,222 participants were surveyed. This international sample included adolescents and adults (16-69 years, M = 25.6 years, SD = 6.44), 48.66% men (n = 2,541; M = 26.4, SD = 7.03), 42.32% women (n = 2,210; M = 25.1, SD = 5.78), and 9.02% non-binary individuals (n = 471; M = 23.3, SD = 5.23), spanning from casual gamers to esports professional players. Latent Profile Analysis (LPA) was employed to identify distinct psychological profiles. The profile indicators included emotional regulation and motivations for playing video games. The profile correlates analysed included gaming disorder symptoms, time spent gaming and sociodemographics. Results The LPA revealed four profiles labelled as avoidant (20.16%), engaged (38.95%), relational (26.01%), and dysregulated (15.78%). Results suggested that the dysregulated profile had the most emotional regulation difficulties, a low level of general motivation, and less interest in recreational gaming, presenting the highest risk for gaming disorder. Discussion and Conclusions This study's findings present the first profiles encompassing key detailed psychological factors affecting gamers' behaviour across all game genres, considering three genders. These profiles can aid researchers and clinicians in developing further research on targeted prevention and intervention programs tailored to each profile's characteristics to promote healthy gaming habits and mitigate the risks and harm associated with gaming disorder.
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Affiliation(s)
- Cátia Martins Castro
- ISPA Instituto Universitário, Portugal
- APPSYCI Applied Psychology Research Center Capabilities & Inclusion, Lisbon, Portugal
| | - David Dias Neto
- ISPA Instituto Universitário, Portugal
- APPSYCI Applied Psychology Research Center Capabilities & Inclusion, Lisbon, Portugal
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Liebherr M, Heyder A, Brailovskaia J, Burkardt TM, Latrouite C, Montag C, Antons S. The Digital Media-use Effects (d-MUsE) Model: A comprehensive framework for exploring/studying functional and dysfunctional effects on adolescent wellbeing. J Behav Addict 2025; 14:100-113. [PMID: 40072514 PMCID: PMC11974419 DOI: 10.1556/2006.2025.00007] [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: 10/17/2024] [Revised: 01/01/2025] [Accepted: 01/11/2025] [Indexed: 03/14/2025] Open
Abstract
Background and Aims Digital media have become a fundamental aspect of daily life for children and adolescents, influencing cognitive, emotional, and social development. The present work explores the dual nature of digital media use, identifying both positive and negative impacts on well-being and development. Methods A comprehensive review of existing literature was conducted to explore the interplay between digital media use and its effects on child and adolescent well-being. The study employs the Digital Media-use Effects (d-MUsE) model to analyze psychological mechanisms and contextual factors mediating these effects. Results Functional media use promotes positive mental, physical, and social outcomes, while dysfunctional use is linked to negative psychological consequences, such as increased anxiety, depression, and social isolation. The proposed d-MUsE model highlights the interplay of psychological mechanisms and contextual factors-both proximal and distal-that mediate the effects of digital media on short- and long-term well-being. Discussion The present work endeavours to refine our existing comprehension of the intricate interplay of elements and mechanisms underpinning functional and dysfunctional employment of digital media. Prospective research trajectories, which spotlight factors that hitherto remained at the periphery of investigative scrutiny, find discourse in this synthesis.
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Affiliation(s)
- Magnus Liebherr
- General Psychology: Cognition, University of Duisburg-Essen, Duisburg, Germany
- Erwin L. Hahn Institute for Magnetic Resonance Imaging, Essen, Germany
- Department of Mechatronics, University Duisburg-Essen, Duisburg, Germany
| | - Anke Heyder
- Department of Psychology, Ruhr University Bochum, Bochum, Germany
| | - Julia Brailovskaia
- Mental Health Research and Treatment Center, Department of Psychology, Ruhr-Universität Bochum, Germany
- DZPG (German Center for Mental Health), Partner Site Bochum/Marburg, Germany
| | - Tom Malte Burkardt
- General Psychology: Cognition, University of Duisburg-Essen, Duisburg, Germany
| | | | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
| | - Stephanie Antons
- General Psychology: Cognition, University of Duisburg-Essen, Duisburg, Germany
- Erwin L. Hahn Institute for Magnetic Resonance Imaging, Essen, Germany
- Center for Behavioral Addiction Research (CeBAR), Center for Translational Neuro- and Behavioral Sciences, University Hospital Essen, University of Duisburg-Essen, Germany
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Nie Y, Pan T, He J, Li Y. Blunted neural response to real-life social reward anticipation in internet gaming disorder: An event-related potential study. Int J Psychophysiol 2025; 207:112479. [PMID: 39637947 DOI: 10.1016/j.ijpsycho.2024.112479] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/04/2024] [Revised: 11/23/2024] [Accepted: 11/27/2024] [Indexed: 12/07/2024]
Abstract
Recent research indicates that individuals with Internet gaming disorder (IGD) exhibit impaired social reward processing, evidenced by reduced neural sensitivity to real-life social reward. The aim of the present study is to further investigate the impaired processing of social reward anticipation and reward consumption in individuals with IGD, and explore the relationship between these two components. Using a social incentive delay task with game-related and real-life versions, combined with event-related potential (ERP) technology, we examined 25 individuals with IGD and 25 matched healthy game players. The results showed that, at the behavioral level, individuals with IGD showed significantly slower reaction times to real-life target stimuli compared with game-related target stimuli, which is not observed in healthy controls. At the neural level, the Cue-P3 elicited by real-life incentive cues in individuals with IGD was significantly smaller than that elicited by game-related incentive cues. However, these effects were no longer significant after adding depression and anxiety scores as covariates. There was no significant difference in reward positivity (RewP) elicited between the two types of reward consumption. Furthermore, individuals with IGD showed a positive correlation between Cue-P3 elicited by game-related social incentive cue and RewP elicited by game-related social reward. However, this effect was not observed in the healthy controls. In conclusion, the present study suggests that the blunted allocation of motivated neural attention resources to real-life social incentive cues in individuals with IGD may be the key mechanism underlying their impaired social reward processing. This impairment may be influenced by the higher levels of depression and anxiety symptoms commonly observed in individuals with IGD.
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Affiliation(s)
- Yufeng Nie
- Institute of Psychology and Behavior, Henan University, Jinming Avenue, Kaifeng, Henan Province, China; Key Laboratory of Adolescent Cyberpsychology and Behavior(CCNU), Ministry of Education, Wuhan 430079, China; Key Laboratory of Human Development and Mental Health of Hubei Province, School of Psychology, Central China Normal University, Wuhan 430079, China
| | - Ting Pan
- Key Laboratory of Adolescent Cyberpsychology and Behavior(CCNU), Ministry of Education, Wuhan 430079, China; Key Laboratory of Human Development and Mental Health of Hubei Province, School of Psychology, Central China Normal University, Wuhan 430079, China
| | - Jinbo He
- Key Laboratory of Adolescent Cyberpsychology and Behavior(CCNU), Ministry of Education, Wuhan 430079, China; Key Laboratory of Human Development and Mental Health of Hubei Province, School of Psychology, Central China Normal University, Wuhan 430079, China.
| | - Yongxin Li
- Institute of Psychology and Behavior, Henan University, Jinming Avenue, Kaifeng, Henan Province, China.
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Giardina A, Fournier L, Starcevic V, King DL, Di Blasi M, Schimmenti A, Billieux J. From active escapism to virtual withdrawal: Validation of the Compensatory-Dissociative Online Gaming scales (C-DOGs). J Behav Addict 2024; 13:1028-1050. [PMID: 39601788 PMCID: PMC11737414 DOI: 10.1556/2006.2024.00059] [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: 03/22/2024] [Revised: 08/20/2024] [Accepted: 10/05/2024] [Indexed: 11/29/2024] Open
Abstract
Background In the Compensatory-Dissociative Online Gaming (C-DOG; Giardina et al., 2024) model, we proposed a continuum from compensatory to dissociative gaming involvement. This continuum represents different degrees of integration between physical and virtual environments with three core processes - Active Escapism, Escape, and Dissociation - and two peripheral processes - Gaming-Related Relaxation and Body-Mind Detachment. Here, we developed and tested a multidimensional measure based on this model. Method We capitalized on existing items for measuring escapism and dissociation and we generated new items consistent with the hypothesized model dimensions. A total of 54 items were administered to 1,176 online gamers playing different game genres, together with measures of problematic gaming, passion for gaming, and other psychological distress indicators. Results Exploratory and confirmatory factor analyses yielded a six-factor, 36-item structure, with multiple hierarchical regression analyses highlighting unique associations with other psychological constructs assessed. Discussion The following factors were identified: (1) Emotional Displacement - redirection of negative emotion into the game with associated relaxation; (2) Absorption - detachment of the player from time and space while gaming; (3) Active Escapism - simulative use of the game to compensate for lack of self-confidence in reaching physical life objectives; (4) Virtual Withdrawal - maladaptive gaming to balance impaired social functioning, predicted by traumatic experiences and pervasive depression; (5) Dissociative Regulation - dysfunctional level of engagement associated with excessive anxiety; (6) Failure Escape - problematic avoidance via gaming related to fear of future failures. Conclusions The C-DOG factors identify critical psychological processes associated with problematic gaming, with relevant research and clinical implications.
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Affiliation(s)
| | - Loïs Fournier
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland
| | - Vladan Starcevic
- Faculty of Medicine and Health, Sydney Medical School, Nepean Clinical School, Brain and Mind Centre, University of Sydney, Sydney, Australia
| | - Daniel L. King
- College of Education, Psychology, & Social Work, Flinders University, Adelaide, Australia
| | - Maria Di Blasi
- Department of Psychology, Educational Sciences and Human Movement, University of Palermo, Palermo, Italy
| | - Adriano Schimmenti
- Department of Human and Social Sciences, UKE – Kore University of Enna, Enna, Italy
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland
- Centre for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals, Lausanne, Switzerland
- Department of Behavioral and Cognitive Sciences, University of Luxembourg, Esch-sur-Alzette, Luxembourg
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Yen JY, Király O, Griffiths MD, Demetrovics Z, Ko CH. A case-control study for psychiatric comorbidity and associative factors of gaming disorder and hazardous gaming based on ICD-11 criteria: Cognitive control, emotion regulation, and reinforcement sensitivity. J Behav Addict 2024; 13:1014-1027. [PMID: 39636323 PMCID: PMC11737412 DOI: 10.1556/2006.2024.00066] [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: 04/03/2024] [Revised: 09/06/2024] [Accepted: 10/27/2024] [Indexed: 12/07/2024] Open
Abstract
Background and aims The authors of the present study wanted to know whether the previously reported psychiatric comorbidities of internet gaming disorder (IGD) based on DSM-5 criteria were also more prevalent among gaming disorder (GD) or hazardous gaming (HG) based on ICD-11 criteria. Therefore, the present case-control study evaluated the psychiatric comorbidities and associative factors of GD and HG based on ICD-11 criteria. Methods A sample of 60 individuals with GD, 45 with HG, and 120 controls were assessed with an ICD-11 criteria-based diagnostic interview along with attention deficit hyperactivity disorder (ADHD), generalized anxiety disorder (GAD), depressive disorder, and social anxiety disorder (SAD). Participants also completed Conners' Continuous Performance Test (CCPT), Dickman's Impulsivity Inventory, the Emotion Regulation Questionnaire, and the Behavior Inhibition System and Behavior Approach System Scales. Results GD was associated with ADHD, depressive disorder, and GAD. ADHD was the most associative comorbidity of HG. Depressive disorder was associated with GD relative to HG. Moreover, individuals with lower reappraisal, higher aversion sensitivity, and impulsivity were more likely to be diagnosed with GD. Those with higher fun-seeking were more likely to be diagnosed with HG. Conclusion In the present study, ADHD was the psychiatric comorbidity most significantly associated with GD, followed by depressive disorder and GAD, as previously reported for IGD. ADHD was also associated with HG. Depressive disorder was more associated with GD compared to HG. Intervention for HG and GD should be tailored by the consideration of the clients' psychiatric comorbidity as well as their reappraisal skills, impulsivity, aversion sensitivity, and fun-seeking.
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Affiliation(s)
- Ju-Yu Yen
- Department of Psychiatry, Kaohsiung Medical University Hospital, Kaohsiung Medical University, Kaohsiung City, Taiwan
- Department of Psychiatry, Kaohsiung Medical University Gangshan Hospital, Kaohsiung City, Taiwan
| | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - 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
| | - Chih-Hung Ko
- Department of Psychiatry, Kaohsiung Medical University Hospital, Kaohsiung Medical University, Kaohsiung City, Taiwan
- Department of Psychiatry, Kaohsiung Municipal Siaogang Hospital, Kaohsiung Medical University, Kaohsiung City, Taiwan
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Hofstedt A, Söderpalm Gordh A. Young and adult patients with gaming disorder: Psychiatric co-morbidities and progression of problematic gaming. Front Psychiatry 2024; 15:1423785. [PMID: 39720435 PMCID: PMC11666517 DOI: 10.3389/fpsyt.2024.1423785] [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: 04/26/2024] [Accepted: 11/18/2024] [Indexed: 12/26/2024] Open
Abstract
Background Previous research suggests age-dependent differences in the progression of addiction, and evidence is accumulating, showing that an early initiation of gaming increases the risk for addiction. With the recent introduction of gaming disorder (GD) as a psychiatric diagnosis, there is a need to extend the knowledge of the clinical characteristics of patients seeking treatment for GD of all age groups. Compared to adolescents and young adults, less is known about treatment-seeking adults. This study aimed to investigate whether there are clinically relevant age-dependent differences among patients seeking treatment for GD. Method Participants were recruited among patients seeking treatment and fulfilling diagnosis for GD at an outpatient clinic specialized in the treatment of GD. During the study period, 142 patients went through assessment for GD at the clinic, 37 did not fulfill the diagnosis for GD, and 36 declined participation, leaving a sample of 69 patients (age range = 15-56) for analysis. The sample (men, n = 66; women, n = 3) was divided in two age groups: adolescents and young adults (25 years or younger) and adults (26 years or older). Gaming-related data and information about psychiatric co-morbidity was collected through structured clinical interviews and questionnaires. Results The adolescents and young adults (AYAs) reported a more rapid progression into problematic gaming than the adult group. The younger group developed problematic gaming four years faster than the adults. We also observed comparable clinical profiles in both groups. Both age groups had similar levels of GD as well as symptoms of psychiatric co-morbidities including possible attention deficit hyperactivity disorder (ADHD), autism spectrum disorders (ASD) and problematic gambling. We also noticed that half of our study population consisted of adults. Conclusion With the increasing prevalence of gaming in all age groups, it is unknown how the occurrence of GD will develop in different stages of life. We conclude that the adolescents and young adults had almost double as fast progression to problematic gaming than the adult group, highlighting the need for preventive strategies. The similarity in clinical profiles indicates that treatments with the same type of interventions could be offered to both age groups.
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Affiliation(s)
- Annika Hofstedt
- Sahlgrenska Academy, Institution for Neuroscience and Physiology, Section for Psychiatry and Neurochemistry, University of Gothenburg, Gothenburg, Sweden
- Department of Addiction and Dependency, Clinic for Gambling Disorder and Screen Health, Sahlgrenska University Hospital, Gothenburg, Sweden
| | - Anna Söderpalm Gordh
- Sahlgrenska Academy, Institution for Neuroscience and Physiology, Section for Psychiatry and Neurochemistry, University of Gothenburg, Gothenburg, Sweden
- Department of Addiction and Dependency, Clinic for Gambling Disorder and Screen Health, Sahlgrenska University Hospital, Gothenburg, Sweden
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Koncz P, Demetrovics Z, Urbán R, Griffiths MD, Király O. Gender-specific motivational pathways in ADHD-related inattention and gaming disorder symptoms. Addict Behav 2024; 158:108120. [PMID: 39141972 DOI: 10.1016/j.addbeh.2024.108120] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/25/2024] [Revised: 07/02/2024] [Accepted: 07/25/2024] [Indexed: 08/16/2024]
Abstract
Comorbidity between attention-deficit/hyperactivity disorder (ADHD) and gaming disorder (GD) is widely recognized in the literature. Previous research has indicated gender-dependent underlying mechanisms in the development and maintenance of problematic gaming. Motivational research presents an opportunity to provide further insight regarding the nature of this association. Self-report data were collected from videogame players (N = 14,740) using an online survey in collaboration with a popular gaming magazine. The survey included items concerning symptoms of ADHD and GD, motives for gaming, and time spent playing videogames. Structural equation modeling was used to create two parallel mediation models (one for males, one for females), including motives to play games as mediators. This was done to potentially explain psychological drivers of the association between ADHD and GD. Results demonstrated a common pathway from inattention to GD symptom severity through the immersion/escapism motivation for both males (β = 0.068; p < 0.001) and females (β = 0.081; p < 0.05), while the paths from inattention to GD symptom severity through the habit/boredom motive (β = 0.094; p < 0.001) and competition motive (β = 0.021; p < 0.001) were only significant for males. Gamers experiencing symptoms of ADHD, especially inattentive symptoms, are at risk of the occurrence of GD symptoms through videogames becoming a source of maladaptive coping with daily psychological disturbances. Males experiencing inattentive symptoms tend to additionally develop problematic patterns of use through videogame playing, becoming a subjectively meaningless and boredom-reduction-oriented habitual activity or a platform of virtual competition. Unique differences suggest the necessity of different treatment approaches for males and females.
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Affiliation(s)
- 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.
| | - Róbert Urbán
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - 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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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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Kiszka P, Strojny A, Strojny P. High immersion/escapism motivation makes gaming disorder risk less dependent of playtime among highly engaged male gamers. Front Psychiatry 2024; 15:1443091. [PMID: 39386891 PMCID: PMC11461240 DOI: 10.3389/fpsyt.2024.1443091] [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: 06/03/2024] [Accepted: 09/06/2024] [Indexed: 10/12/2024] Open
Abstract
In the realm of gaming-related concerns, the relationship between gaming time (GT) and gaming disorder (GD) remains an intriguing and complex subject. Although increased GT is not a reliable predictor of GD risk, the circumstances under which this relationship strengthens or weakens remain relatively unknown. This study explores the roles of immersion/escapism motive (IEM) and GT in the context of GD among highly engaged gamers (N = 294), each dedicating a minimum of 20 hours weekly to gaming. The findings confirm that IEM significantly moderates the relationship between GT and GD in the male sample. Specifically, low and moderate levels of IEM result in a stronger relationship between GT and GD. In the case of women, the effect was not significant. These findings suggest the importance of comprehensive assessments of gaming motivations when addressing gaming-related issues, particularly in GD research. Moreover, they emphasize the value of adopting a complex approach to comprehending the development of problematic gaming behaviors.
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Affiliation(s)
- Patrycja Kiszka
- Doctoral School in the Social Sciences, Jagiellonian University, Kraków, Poland
| | - Agnieszka Strojny
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland
| | - Paweł Strojny
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland
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12
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Starosta J, Kiszka P, Szyszka PD, Starzec S, Strojny P. The tangled ways to classify games: A systematic review of how games are classified in psychological research. PLoS One 2024; 19:e0299819. [PMID: 38913664 PMCID: PMC11195997 DOI: 10.1371/journal.pone.0299819] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/06/2023] [Accepted: 02/15/2024] [Indexed: 06/26/2024] Open
Abstract
In the face of the rapid evolution of the gaming market and the puzzling overlap of genres, consistency in classification seems elusive. The purpose of the present review was to explore the classification of video game genres in the context of psychological research. The aim was to address the challenges associated with creating consistent and meaningful classifications of video game genres, considering the rapid evolution of the gaming market and recent tendency to create games that could be classified into multiple genres. We performed a search in four databases according to the PRISMA guidelines and reviewed 96 full-text papers (N = 49 909). Through our findings, we reveal how researchers strive to classify genres and the numerous complications that arise from this pursuit. In the face of these challenges, we propose alternative ways of classifying genres. Our first proposal is a new classification of video game genres based on our literature review. In our second proposal, we advocate a more detailed understanding by focusing on specific gaming mechanics, and thus we introduce the innovative concept of utilizing community-based tags, such as Steam tags, as an alternative to genres in psychological research.
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Affiliation(s)
- Jolanta Starosta
- Faculty of Management and Social Communication, Institute of Applied Psychology, Jagiellonian University, Kraków, Poland
| | - Patrycja Kiszka
- Doctoral School in the Social Sciences, Jagiellonian University, Kraków, Poland
| | - Paulina Daria Szyszka
- Faculty of Philosophy, Institute of Psychology, Jagiellonian University, Kraków, Poland
| | - Sylwia Starzec
- Doctoral School in the Social Sciences, Jagiellonian University, Kraków, Poland
| | - Paweł Strojny
- Faculty of Management and Social Communication, Institute of Applied Psychology, Jagiellonian University, Kraków, Poland
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13
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Nie Y, Pan T, He J, Li Y. Impaired social reward processing in individuals with Internet gaming disorder and its relationship with early face perception. Addict Behav 2024; 153:108006. [PMID: 38457987 DOI: 10.1016/j.addbeh.2024.108006] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/01/2023] [Revised: 01/29/2024] [Accepted: 03/01/2024] [Indexed: 03/10/2024]
Abstract
Previous research has found that individuals with Internet gaming disorder (IGD) show different patterns of social function impairments in game-related and real-life social contexts. Impaired social reward processing may be the underlying mechanism according to the Social Motivation Theory. Thus, in this study, event-related potentials were recorded from 24 individuals with IGD and 24 healthy gamers during a social judgement task. We focused on reward positivity (RewP) elicited by game-related and real-life social rewards, and N170 elicited by game avatar faces and real faces. These indicators were used to explore the neurocognitive mechanism of impaired social reward processing in individuals with IGD and its relationship with early face perception. Results showed that (1) the RewP elicited by real-life social reward was considerably reduced in individuals with IGD relative to healthy gamers. (2) The N170 elicited by game avatar faces in individuals with IGD was larger than that elicited by real faces. However, the N170 was not associated with RewP in either group. (3) The score for IGD severity was correlated with the RewP elicited by real-life social reward and the N170 elicited by game avatar face. In conclusion, the present study suggests that the impaired social reward processing in individuals with IGD is mainly manifested in a decreased neural sensitivity to real-life social reward. Meanwhile, the reduced RewP elicited by real-life social reward and the enhanced N170 elicited by game avatar face might serve as potential biomarkers for IGD.
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Affiliation(s)
- Yufeng Nie
- Institute of Psychology and Behavior, Henan University, Jinming Avenue, Kaifeng, Henan Province, China; Key Laboratory of Adolescent Cyberpsychology and Behavior of Ministry of Education, School of Psychology, Central China Normal University, Wuhan, China
| | - Ting Pan
- Key Laboratory of Adolescent Cyberpsychology and Behavior of Ministry of Education, School of Psychology, Central China Normal University, Wuhan, China
| | - Jinbo He
- Key Laboratory of Adolescent Cyberpsychology and Behavior of Ministry of Education, School of Psychology, Central China Normal University, Wuhan, China.
| | - Yongxin Li
- Institute of Psychology and Behavior, Henan University, Jinming Avenue, Kaifeng, Henan Province, China.
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14
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Infanti A, Valls-Serrano C, Billieux J, Perales JC. Psychometric Properties of the Spanish Motives for Online Gaming Questionnaire in a Sample of College Students. THE SPANISH JOURNAL OF PSYCHOLOGY 2024; 27:e16. [PMID: 38801093 DOI: 10.1017/sjp.2024.16] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/29/2024]
Abstract
This study investigates the psychometric properties of the Spanish version of the Motives for Online Gaming Questionnaire (MOGQ). We explored the factor structure and construct validity of the MOGQ through its relationships with gaming disorder symptoms (IGD-20) and impulsivity traits. We also analyzed if sociodemographic variables and gaming habits were related to gaming motives. An online cross-sectional survey was completed by 845 college students. Structure validity was examined using a combination of exploratory and confirmatory factor analyses, which supported a bifactor model composed of a general motivation factor and six uncorrelated factors (a mixed factor composed of escape and coping, competition, recreation, skill, social, and fantasy). Omega-hierarchical and omega coefficients were used to determine reliability of the MOGQ. The scale presented acceptable reliability for the general factor (ωh = .79) and the specific factor scores (social ω = .79, escape/coping ω = .81, competition ω = .79, skill ω = .84, fantasy ω = .82, and recreation ω = .70). Positive associations were observed between the MOGQ and the IGD-20 symptoms, with escape/coping (r = .48) and fantasy (r =.40) showing the strongest ones. Null or low correlations were observed with impulsivity traits. Motives to play varied significantly across genders. These findings provide evidence that the Spanish version of the MOGQ is a reliable and valid tool to assess motives to play online games.
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15
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Huang E, Xing Y, Song X. Emotional analysis of multiplayer online battle arena games addiction. Front Psychol 2024; 15:1347949. [PMID: 38784616 PMCID: PMC11111968 DOI: 10.3389/fpsyg.2024.1347949] [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: 12/01/2023] [Accepted: 04/18/2024] [Indexed: 05/25/2024] Open
Abstract
Introduction Multiplayer Online Battle Arena (MOBA) games have garnered widespread popularity as a form of recreational activity. The launch of League of Legends (LoL), a prominent MOBA game, has captivated the enthusiastic pursuit of gamers in the MOBA community. The surge in MOBA game fervor, coupled with the influence of personal emotions, can result in excessive engagement, ultimately leading to addiction. Objective This study aimed to investigate the moderating effects of visceral perception, behavior, and reflection on game players' addiction within the framework of Leisure Theory (LT), Uses and Gratification Theory (UGT), and Emotional Design Theory (EDT). Methods A hypothesized theoretical model was developed and empirically evaluated based on 236 self-reported validated responses from MOBA gamers. SPSS (version 26) was employed for demographic analysis and game duration analysis. The measurement model and structural model analyses were conducted in two stages using Partial Least Squares Structural Equation Modeling (PLS-SEM) with SmartPLS 4.1.0 to validate the nine theoretical hypotheses. Results It has been observed that personal emotions significantly contributes to MOBA game addiction during gamers' leisure time or moments of gratification. Specifically, a noteworthy connection exists between two dimensions, namely gamers' behavior and reflection, demonstrating a positive correlation with gaming addiction. Without taking entertainment as a motivating factor, there is no significant relationship between gamers' leisure-time and visceral perception. Conclusion This study enhances the theoretical model of gamers' behavioral motives in engaging with MOBA gaming and contributes to the expansion of research on game addiction theory. These findings offer valuable theoretical insights for emotional design in games and the design of mechanisms for preventing game addiction.
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Affiliation(s)
- Enwu Huang
- School of Design, Fujian University of Technology, Fujian, China
- Faculty of Innovation and Design, City University of Macau, Macau, Macao SAR, China
| | - Yalong Xing
- Faculty of Innovation and Design, City University of Macau, Macau, Macao SAR, China
| | - Xiaozhou Song
- School of Humanities, Fujian University of Technology, Fujian, China
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16
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Strojny P, Żuber M, Strojny A. The interplay between mental health and dosage for gaming disorder risk: a brief report. Sci Rep 2024; 14:1257. [PMID: 38218991 PMCID: PMC10787743 DOI: 10.1038/s41598-024-51568-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/01/2023] [Accepted: 01/06/2024] [Indexed: 01/15/2024] Open
Abstract
The relationship between gaming time and gaming disorder can be moderated by other variables. This study aimed to test the moderating role of mental health. Participants (N = 461) were recruited online. Gaming time was a statistically significant predictor of gaming disorder risk, with an explained variance of 3.3%. The goodness of fit of the model that took into account both moderators (anxiety and depression) improved to 13.9%. The interaction between gaming time and both moderators was significant. The results showed that depression and anxiety acted as moderators of the dosage effect, possibly by amplifying the gratification of playing games and thus contributing to the development of gaming disorder. It may be important in practise, as it seems to place the mental health at the right place, namely among risk factors that can contribute to gaming disorder in combination with a key trigger, which is gaming.
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Affiliation(s)
- Paweł Strojny
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Ul. Stanisława Łojasiewicza 4, 30-348, Kraków, Poland.
| | - Magdalena Żuber
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Ul. Stanisława Łojasiewicza 4, 30-348, Kraków, Poland
| | - Agnieszka Strojny
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Ul. Stanisława Łojasiewicza 4, 30-348, Kraków, Poland
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17
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Ko CH, Király O, Demetrovics Z, Griffiths MD, Kato TA, Tateno M, Yen JY. Heterogeneity of gaming disorder: A clinically-based typology for developing personalized interventions. J Behav Addict 2023; 12:855-861. [PMID: 37934288 PMCID: PMC10786230 DOI: 10.1556/2006.2023.00059] [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: 12/04/2022] [Revised: 08/29/2023] [Accepted: 10/07/2023] [Indexed: 11/08/2023] Open
Abstract
Background The eleventh revision of the International Classification of Diseases (ICD-11) defines the three key diagnostic criteria for gaming disorder (GD). These are loss of control over gaming, gaming as a priority over daily activities, and impaired functioning due to gaming. While this definition has implications for the prevention and treatment of GD, there is significant heterogeneity in the symptoms and etiology of GD among individuals, which results in different treatment needs. Cognitive control, emotional regulation, and reward sensitivity are three critical dimensions in the etiology model for GD. Aspects such as gender, comorbidity, motivation for gaming, stage or severity of GD, and risk factors all contribute to the heterogeneity of etiology among individuals with the disorder. Method On the basis of clinical symptoms and comorbidity characteristics among approximately 400 patients with gaming disorder, the present paper proposes a clinical typology of patients with GD based on the authors' clinical experience in treating individuals with GD. Results The findings indicated three common types of patients with GD: (i) impulsive male patients with attention deficit hyperactivity disorder (ADHD), (ii) dysphoria patients with dysfunctional coping skills, and (iii) isolated patients with social anxiety. The paper also discusses the presentation and treatment priority for these patients. Conclusion Personalized treatments for patients with GD should be developed to fit their individual needs. Future studies should examine the heterogeneity of GD and confirm these types, as well as obtain evidence-based information that can help in the development of personalized treatment. Treatment resources should be developed, and professionals should be trained to provide integrated individualized treatment.
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Affiliation(s)
- Chih-Hung Ko
- Department of Psychiatry, Kaohsiung Medical University Hospital, Kaohsiung Medical University, Kaohsiung City, Taiwan
- Department of Psychiatry, Kaohsiung Municipal Siaogang Hospital, Kaohsiung Medical University, Kaohsiung City, Taiwan
| | - Orsolya Király
- 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
| | - Mark D. Griffiths
- Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Takahiro A. Kato
- Department of Neuropsychiatry, Graduate School of Medical Sciences, Kyushu University, Fukuoka, Japan
| | - Masaru Tateno
- Department of Neuropsychiatry, School of Medicine, Sapporo Medical University, Sapporo, Japan
- Tokiwa Child Development Center, Tokiwa Hospital, Sapporo, Japan
| | - Ju-Yu Yen
- Department of Psychiatry, Kaohsiung Medical University Hospital, Kaohsiung Medical University, Kaohsiung City, Taiwan
- Department of Psychiatry, Kaohsiung Municipal Ta-Tung Hospital, Kaohsiung Medical University, Kaohsiung City, Taiwan
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18
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Koncz P, Demetrovics Z, Takacs ZK, Griffiths MD, Nagy T, Király O. The emerging evidence on the association between symptoms of ADHD and gaming disorder: A systematic review and meta-analysis. Clin Psychol Rev 2023; 106:102343. [PMID: 37883910 DOI: 10.1016/j.cpr.2023.102343] [Citation(s) in RCA: 8] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/27/2022] [Revised: 06/27/2023] [Accepted: 09/22/2023] [Indexed: 10/28/2023]
Abstract
The co-existence of gaming disorder (GD) with other mental health problems has been widely reported. Despite the growing research interest in the comorbidity of GD with attention-deficit/hyperactivity disorder (ADHD), to date, no quantitative synthesis has been performed. The present study comprised a systematic literature search using Scopus, Science Direct, Web of Science, and PubMed databases. Three types of studies were included in the analyses: studies reporting (i) correlation coefficients between the symptoms of GD and ADHD, (ii) means, and standard deviations for comparison of GD severity between ADHD/non-ADHD individuals, and (iii) comparison of ADHD severity between GD/non-GD individuals. The results indicated a moderate relationship between GD and ADHD symptom severity when both subdomains of ADHD were combined (r = 0.296), and also when only inattention (r = 0.306) or hyperactivity (r = 0.266) symptoms were analyzed, which was also confirmed in a structural equation model meta-analysis. Studies showed a large average difference comparing the GD symptom severity of ADHD and non-ADHD individuals (g = 0.693), or ADHD symptom severity of GD and non-GD individuals (g = 0.854). In some cases, higher estimates of association were reported among studies that (i) had a higher proportion of males, (ii) assessed problematic internet use among predominantly videogame player samples rather than assessing only GD, and (iii) had been more recently published. The present review shows that this is an emerging field demonstrating significant results in cross-sectional correlational studies. However, future research should apply more rigorous methodologies to investigate the relationship further (e.g., longitudinal studies and studies using professional/clinical ratings and diagnosis). These results suggest that screening and treatment for ADHD among individuals with gaming disorder is necessary, and individuals with ADHD should be made aware of their higher susceptibility to gaming disorder.
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Affiliation(s)
- 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.
| | - Zsofia K Takacs
- School of Health in Social Science, The University of Edinburgh, Edinburgh, UK
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Tamás Nagy
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
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19
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Infanti A, Valls-Serrano C, Perales JC, Vögele C, Billieux J. Gaming passion contributes to the definition and identification of problematic gaming. Addict Behav 2023; 147:107805. [PMID: 37523871 DOI: 10.1016/j.addbeh.2023.107805] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/29/2023] [Revised: 06/30/2023] [Accepted: 07/13/2023] [Indexed: 08/02/2023]
Abstract
Even if for most people playing video games is a healthy leisure activity, a minority of vulnerable users present an excessive use associated to negative consequences (e.g., psychosocial maladjustment, sleep interference) and functional impairment. The current study first aims to identify psychological factors that contribute to discriminate highly involved (but healthy) gamers from problematic gamers. For that purpose, we used a cluster analysis approach to identify different groups of gamers based on their profiles of passion towards gaming (using the Dualistic Model of Passion). Another objective of the present study is to explore, using supervised machine-learning, how gaming disorder symptoms, assessed within the substance use disorder framework (e.g., tolerance, withdrawal), might be linked to harmonious and/or an obsessive passion for gaming. Three distinct clusters of gamers were identified based on their passion profiles, including risky gamers, engaged gamers, and casual gamers. Supervised machine-learning algorithms identified that specific gaming disorder symptoms (salience, mood modification, tolerance, low level of conflict) were predominantly related to harmonious passion, whereas others (withdrawal, high level of conflict, relapse) were more directly related to obsessive passion. Our results support the relevance of person-centered approaches to the treatment of problematic gaming.
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Affiliation(s)
- Alexandre Infanti
- Department of Behavioural and Cognitive Sciences, University of Luxembourg, Esch-sur-Alzette, Luxembourg
| | | | - José C Perales
- Department of Experimental Psychology, Mind, Brain and Behavior Research Center (CIMCYC), University of Granada, Granada, Spain
| | - Claus Vögele
- Department of Behavioural and Cognitive Sciences, University of Luxembourg, Esch-sur-Alzette, Luxembourg
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland; Centre for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals (CHUV), Lausanne, Switzerland
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20
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Strojny P, Kiszka P, Starosta J, Szyszka PD, Starzec S, Winiarska A, Strojny A, Zajas A. It's not just about how long you play. Indirect gaming involvement and genre preferences in predicting gaming disorder risk: evidence from preregistered studies. Front Psychiatry 2023; 14:1230774. [PMID: 37795514 PMCID: PMC10546925 DOI: 10.3389/fpsyt.2023.1230774] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/30/2023] [Accepted: 08/30/2023] [Indexed: 10/06/2023] Open
Abstract
Introduction The strength of the association between gaming involvement and gaming disorder is weak to moderate. Gamers cannot be directly involved in gaming all the time, but how much they are involved in activities indirectly related to gaming during gaming-free time may play an important role. Also, specific game genres may matter. The present investigation focuses on the role of indirect gaming involvement and genres in gaming disorder risk prediction. Methods Two pre-registered studies were conducted. Study 1 (N = 205) was conducted online, whereas Study 2 (N = 250) was conducted in a lab. In both cases, participants reported their direct and indirect involvement in gaming (DGI and IGI, respectively) and completed a screening tool that estimates the risk of gaming disorder (Gaming Disorder Test). Results Both IGI and DGI were weakly to moderately correlated with gaming disorder (GD) and moderately with each other. The correlations between DGI and GD were similar to those obtained in related studies; the correlation between IGI and GD has not been previously reported. Hierarchical regression that took IGI together with DGI into account showed an increase in the percentage of explained variance, but only in Study 1. Contrary to expectations, IGI did not interact with DGI. As is consistent with previous research, some game genres were found to be more closely related to GD than others: in both studies, this was an RPG; in Study 1, this was also an MMORPG; in Study 2, driving and shooting games also predicted GD risk. Discussion Overall, the results clearly indicate that not only gaming time plays a role in GD risk assessment: IGI can also predict it and in some cases may allow for more accurate predictions. Gaming genres once again proved to play a role, but these and similar results should be treated with caution due to the partial lack of repeatability.
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Affiliation(s)
- Paweł Strojny
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland
| | - Patrycja Kiszka
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland
| | - Jolanta Starosta
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland
| | - Paulina Daria Szyszka
- Institute of Psychology, Faculty of Philosophy, Jagiellonian University, Kraków, Poland
| | - Sylwia Starzec
- Doctoral School in the Social Sciences, Jagiellonian University, Kraków, Poland
| | - Anna Winiarska
- Doctoral School in the Social Sciences, Jagiellonian University, Kraków, Poland
| | - Agnieszka Strojny
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland
| | - Aleksandra Zajas
- Doctoral School in the Social Sciences, Jagiellonian University, Kraków, Poland
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21
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Hofstedt A, Mide M, Arvidson E, Ljung S, Mattiasson J, Lindskog A, Söderpalm-Gordh A. Pilot data findings from the Gothenburg treatment for gaming disorder: a cognitive behavioral treatment manual. Front Psychiatry 2023; 14:1162492. [PMID: 37346899 PMCID: PMC10280023 DOI: 10.3389/fpsyt.2023.1162492] [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: 02/09/2023] [Accepted: 05/08/2023] [Indexed: 06/23/2023] Open
Abstract
Background Gaming disorder (GD) is a new diagnosis included in the latest edition of the International Classification of Disease -11. Recently conducted international studies suggest a prevalence rate close to 2% for GD, highlighting the need for effective treatments for this patient population. Internationally there are few studies investigating effective treatments specifically designed for this condition. In this pilot study, we wanted to test a newly developed method, the Gothenburg Treatment for Gaming Disorder (GOT-TO-GO) manual; a 15-week cognitive behavioral therapy treatment for GD. Method This study utilized a single group design with pretest, post-test and a three- and six-month follow-up, with measures of severity of GD and mood. The participants (n = 28) were treatment-seeking adults with GD, aged 17 to 49 years. Results The results show a statistically significant decrease in symptoms of GD after treatment. Hours of gaming per week also decreased concomitantly with a 100% increase in non-gaming leisure hours. The decrease in symptoms of GD was maintained at the 3-months follow-up after treatment. Correspondingly we saw a decrease in both depression and anxiety that also was upheld 3 months after treatment. Conclusion As GD is a new diagnostic concept more research is needed, also taking psychiatric comorbidity into consideration, to arrive at evidence-based conclusions regarding effective treatments. Considering the promising results in this small pilot study with large behavioral changes and reduced symptoms of GD, upheld at least 3 months after treatment, a larger randomized controlled study is warranted.Clinical Trial Registration: https://www.clinicaltrials.gov/ct2/show/study/NCT05328596?term=NCT05328596&draw=2&rank=1, identifier NCT05328596.
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Affiliation(s)
- Annika Hofstedt
- Institute of Neuroscience and Physiology, Sahlgrenska Academy, University of Gothenburg, Gothenburg, Sweden
- Department of Addiction and Dependency, Sahlgrenska University Hospital, Gothenburg, Sweden
| | - Mikael Mide
- Institute of Neuroscience and Physiology, Sahlgrenska Academy, University of Gothenburg, Gothenburg, Sweden
- Department of Addiction and Dependency, Sahlgrenska University Hospital, Gothenburg, Sweden
| | - Elin Arvidson
- Department of Addiction and Dependency, Sahlgrenska University Hospital, Gothenburg, Sweden
| | - Sofia Ljung
- Department of Addiction and Dependency, Sahlgrenska University Hospital, Gothenburg, Sweden
| | - Jessica Mattiasson
- Department of Addiction and Dependency, Sahlgrenska University Hospital, Gothenburg, Sweden
| | - Amanda Lindskog
- Department of Addiction and Dependency, Sahlgrenska University Hospital, Gothenburg, Sweden
| | - Anna Söderpalm-Gordh
- Institute of Neuroscience and Physiology, Sahlgrenska Academy, University of Gothenburg, Gothenburg, Sweden
- Department of Addiction and Dependency, Sahlgrenska University Hospital, Gothenburg, Sweden
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22
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Király O, Koncz P, Griffiths MD, Demetrovics Z. Gaming disorder: A summary of its characteristics and aetiology. Compr Psychiatry 2023; 122:152376. [PMID: 36764098 DOI: 10.1016/j.comppsych.2023.152376] [Citation(s) in RCA: 19] [Impact Index Per Article: 9.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/29/2022] [Revised: 01/30/2023] [Accepted: 01/31/2023] [Indexed: 02/04/2023] Open
Abstract
The emergence, development, and maintenance of gaming disorder (GD) is the result of an interplay between gaming-related factors, individual factors, and environmental factors. None of these alone are sufficient to cause a disordered state, but it is the interactive co-occurrence of all these factors, which in some cases leads to GD. The goal of the present paper is to discuss in detail these three factors based on relevant and recent findings of the literature. Among gaming-related factors, we discuss online vs. offline videogames, the role of game genres, structural characteristics, game design elements, as well as some important monetization techniques. Among individual factors demographic risk factors, personality traits, motivational factors, comorbid psychopathology, genetic predisposition, and neurobiological processes are considered. Finally, among environmental factors we discuss family factors, early life experiences, the role of peers and school-related factors, as well as the broader context of culture including the popularity of esports.
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Affiliation(s)
- Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.
| | - Patrik Koncz
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Centre of Excellence in Responsible Gaming at the University of Gibraltar, Gibraltar
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