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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: 1.0] [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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Hong DH, Lee J, Oh D, Park S, Yoo SY, Choi J. Differential resting‐state neurophysiological activity associated with game usage patterns and genres in Internet gaming disorder. Addict Biol 2022; 27:e13213. [DOI: 10.1111/adb.13213] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/16/2022] [Revised: 06/24/2022] [Accepted: 07/04/2022] [Indexed: 11/28/2022]
Affiliation(s)
- Da Hye Hong
- Department of Psychiatry SMG‐SNU Boramae Medical Center Seoul Republic of Korea
| | - Ji‐Yoon Lee
- Department of Psychiatry Samsung Medical Center Seoul Republic of Korea
| | - Da‐young Oh
- Department of Psychiatry SMG‐SNU Boramae Medical Center Seoul Republic of Korea
| | - Sun‐young Park
- Department of Psychiatry SMG‐SNU Boramae Medical Center Seoul Republic of Korea
| | - So Young Yoo
- Department of Psychiatry SMG‐SNU Boramae Medical Center Seoul Republic of Korea
| | - Jung‐Seok Choi
- Department of Psychiatry Samsung Medical Center Seoul Republic of Korea
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Online gaming and internet gaming disorder in Iran: patterns, motivations, and correlates. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-021-02490-0] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
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Liao Z, Chen X, Huang S, Huang Q, Lin S, Li Y, Tang Y, Shen H. Exploring the associated characteristics of Internet gaming disorder from the perspective of various game genres. Front Psychiatry 2022; 13:1103816. [PMID: 36713922 PMCID: PMC9878381 DOI: 10.3389/fpsyt.2022.1103816] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/22/2022] [Accepted: 12/28/2022] [Indexed: 01/15/2023] Open
Abstract
INTRODUCTION Although previous studies have reported several characteristics associated with Internet gaming disorder (IGD), the influence of game genre on IGD has rarely been investigated. This study thus aimed to compare demographic characteristics, gaming patterns, personality traits, and gaming motivations among players in different game genres, as well as identify the associated characteristics of genre-specific IGD. METHODS Internet games were classified into four types: role-playing games (RPGs), strategy (STR) games, action shooter (ACS) games, and brain and skill (BRS) games. Chinese gamers (n = 5,593) who usually played one of these games completed an anonymous online survey that included sociodemographic characteristics, gaming patterns, gaming motivations, the Chinese version of the Video Gaming Dependency Scale (VGD-S), and the Chinese Big Five Personality Inventory Brief Version (CBF-PI-B). RESULTS Significant differences were found between the genre-specific groups regarding age, gender, relationship status, VGD-S score, gaming patterns, and personality traits (e.g., RPG and STR players were more vulnerable to developing IGD compared to ACS and BRS players). Multivariate logistic regression analyses showed that the associated characteristics of IGD were slightly different within each genre-specific group after controlling for sociodemographic factors. Among them, daily gaming time and motivation for sensation seeking and escaping reality were associated with IGD development within the genre-specific group. CONCLUSION Individuals in each game genre exhibited distinct characteristics that might predict IGD development (e.g., gaming patterns and personality traits). Game genre preferences should be considered in the early prevention and treatment of IGD to help high-risk individuals' recovery. Additionally, more research should be conducted to explore RPG and STR game characteristics.
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Affiliation(s)
- Zhenjiang Liao
- National Clinical Research Center for Mental Disorders, and Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China.,Institute of Mental Health of Central South University, Chinese National Technology Institute on Mental Disorders, Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, China
| | - Xinxin Chen
- National Clinical Research Center for Mental Disorders, and Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China.,Institute of Mental Health of Central South University, Chinese National Technology Institute on Mental Disorders, Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, China
| | - Shucai Huang
- Department of Psychiatry, The Fourth People's Hospital of Wuhu, Wuhu, Anhui, China
| | - Qiuping Huang
- School of Humanities and Management, Hunan University of Chinese Medicine, Changsha, Hunan, China
| | - Shuhong Lin
- National Clinical Research Center for Mental Disorders, and Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China.,Institute of Mental Health of Central South University, Chinese National Technology Institute on Mental Disorders, Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, China
| | - Yifan Li
- National Clinical Research Center for Mental Disorders, and Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China.,Institute of Mental Health of Central South University, Chinese National Technology Institute on Mental Disorders, Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, China
| | - Ying Tang
- National Clinical Research Center for Mental Disorders, and Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China.,Institute of Mental Health of Central South University, Chinese National Technology Institute on Mental Disorders, Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, China
| | - Hongxian Shen
- National Clinical Research Center for Mental Disorders, and Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China.,Institute of Mental Health of Central South University, Chinese National Technology Institute on Mental Disorders, Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, China
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Contribution of Game Genre and Structural Game Characteristics to the Risk of Problem Gaming and Gaming Disorder: a Systematic Review. CURRENT ADDICTION REPORTS 2021. [DOI: 10.1007/s40429-021-00367-7] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/04/2023]
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Li L, Griffiths MD, Niu Z, Mei S. Fear of Missing Out (FoMO) and Gaming Disorder among Chinese University Students: Impulsivity and Game Time as Mediators. Issues Ment Health Nurs 2020; 41:1104-1113. [PMID: 32634040 DOI: 10.1080/01612840.2020.1774018] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 02/06/2023]
Abstract
BACKGROUND AND AIMS Research into the fear of missing out (FoMO) has greatly increased in recent years. Given the negative consequences of gaming disorder (GD) among a small minority of individuals, there is an increasing need for research examining the impact of FoMO on GD. However, little is known about the roles of impulsivity and gaming time as mediators in the relationship between FoMO and GD. The present study examined whether impulsivity and gaming time mediated the relationship between FoMO (trait-FoMO and state-FoMO) and GD among Chinese university students, as well as the prevalence of GD. METHODS A total of 1127 university students completed an online survey including the Chinese Trait-State Fear of Missing Out Scale (T-SFoMOS-C), the Barratt Impulsiveness Scale-Brief (BIS-Brief), gaming time survey, and the Chinese Gaming Disorder Scale (CGDS). RESULTS The prevalence of GD was 6.4% among Chinese university students. Trait-FoMO was found to indirectly impact GD via impulsivity and gamine time, whereas the direct effect of trait-FoMO on GD and the mediation effects of gaming time were not confirmed. State-FoMO impacted on GD both directly, and indirectly via the mediation effects of impulsivity as well as impulsivity and gaming time. CONCLUSION Trait-FoMO on GD was fully mediated via impulsivity and gaming time, whereas state-FoMO on GD was partly mediated via impulsivity and gaming time. Individuals with high levels of FoMO were more likely to show impulsivity and spend a longer time gaming, and these factors were associated with GD. These findings provide insights to incorporate into health prevention programs to help regulate emotion, control impulsivity, and decrease GD.
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Affiliation(s)
- Li Li
- School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China
| | - Mark D Griffiths
- International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
| | - Zhimin Niu
- School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China
| | - Songli Mei
- School of Public Health, Jilin University, Changchun, China
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Han H, Jeong H, Jo SJ, Son HJ, Yim HW. Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents. Epidemiol Health 2020; 42:e2020016. [PMID: 32272007 PMCID: PMC7285446 DOI: 10.4178/epih.e2020016] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/25/2019] [Accepted: 03/13/2020] [Indexed: 11/24/2022] Open
Abstract
OBJECTIVES This study examined the association between high risk of Internet gaming disorder (IGD) and online game genres used by adolescents. METHODS The data derived from the baseline data of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence. A total 1,532 middle school students who use online games included. The participants reported the names of the online games they used during the past year. Game genres were categorized into role playing games (RPGs), shooting, multiplayer online battle arena (MOBA), simulation, arcade, sports and action games. The risk of IGD was measured using the Internet Gaming Use-Elicited symptom Screen. The relationship between the experience of online game genre and high risk of IGD was analyzed using multiple logistic regression model. RESULTS The game time of a student was longer if he or she had an experience of RPGs, shooting games, MOBA games, simulation games, and action games. The direct and independent association between high risk of IGD in adolescents and the genres of RPGs, simulation games and MOBA were found to be odds ratios 1.52 (95% confidence interval [CI], 1.03 to 2.26); 1.59 (95% CI, 1.03 to 2.45); and 1.51 (95% CI, 1.03 to 2.21), respectively after adjusted the potential confounding variables and the use of other online game genres. CONCLUSIONS The present cross-sectional study has found an association between online game genres and the risk of IGD in adolescents attending a school. A cohort study should verify the causal association in future.
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Affiliation(s)
- Hyunho Han
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
| | - Hyunsuk Jeong
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
| | - Sun-Jin Jo
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
| | - Hye Jung Son
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
| | - Hyeon Woo Yim
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
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King DL, Delfabbro PH, Perales JC, Deleuze J, Király O, Krossbakken E, Billieux J. Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review. Clin Psychol Rev 2019; 73:101777. [PMID: 31707185 DOI: 10.1016/j.cpr.2019.101777] [Citation(s) in RCA: 63] [Impact Index Per Article: 12.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/05/2018] [Revised: 07/10/2019] [Accepted: 08/20/2019] [Indexed: 12/28/2022]
Abstract
While certain player vulnerabilities are known to increase risk of gaming disorder (GD), the topic of maladaptive player × game relationships in GD has received limited attention. This review aimed to: (1) identify game types associated with GD symptomatology; and (2) evaluate individual differences (e.g., age, personality, depression) in the relationship between gaming and GD symptomatology. A systematic review of six databases identified 23 studies of the relations between game types and GD, including 13 studies employing multivariate analyses. Player vulnerabilities implicated in GD included impulsivity, risk-taking, psychopathological symptoms (e.g., depression, anxiety), and stronger gaming motivations (e.g., escapism, achievement). MMORPG involvement had the strongest positive association with GD. Problematic MMORPG players tend to have a socially anxious profile and may be attracted to the work-like roles and conventions of this genre. Problematic players of shooters tend to score higher on measures of sensation-seeking and impulsivity than other players. These findings suggest that GD may develop more readily and at more severe levels in complex, endless, socially driven games, irrespective of person-level characteristics. Some player vulnerabilities may selectively increase risk of GD for certain game types. Further research should investigate different player-game interactions to refine current models and interventions for GD.
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Affiliation(s)
- Daniel L King
- College of Education, Psychology & Social Work, Flinders University, Australia; School of Psychology, The University of Adelaide, Australia.
| | - Paul H Delfabbro
- College of Education, Psychology & Social Work, Flinders University, Australia; School of Psychology, The University of Adelaide, Australia
| | - Jose C Perales
- Department of Experimental Psychology, Mind, Brain, and Behavior Research Center, University of Granada, Spain
| | - Jory Deleuze
- Scientific Research and Publication Cell (CRPS), Le Beau Vallon, Namur, Belgium
| | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Elfrid Krossbakken
- Department of Psychosocial Science, Faculty of Psychology, University of Bergen, Bergen, Norway
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland; Addictive and Compulsive Behaviours Lab, Institute for Health and Behaviour, University of Luxembourg, Esch-sur-Alzette, Luxembourg
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Lee SY, Kim MS, Lee HK. Prevention Strategies and Interventions for Internet Use Disorders Due to Addictive Behaviors Based on an Integrative Conceptual Model. CURRENT ADDICTION REPORTS 2019. [DOI: 10.1007/s40429-019-00265-z] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
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10
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Seong W, Hong JS, Kim S, Kim SM, Han DH. Personality and Psychological Factors of Problematic Internet Gamers Seeking Hospital Treatment. Front Psychiatry 2019; 10:583. [PMID: 31551820 PMCID: PMC6736619 DOI: 10.3389/fpsyt.2019.00583] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/10/2018] [Accepted: 07/24/2019] [Indexed: 12/28/2022] Open
Abstract
Introduction: Previous studies on internet gaming disorder (IGD) have reported an association between personality traits and impulsive or problematic use of the internet or internet games, but the results obtained were inconsistent. Our study's hypothesis was that personality traits are associated with the individual's choice to play internet games, and psychological status of the individual is associated with seeking treatment for addictive behavior at a hospital. Method: In the current study, individuals who reported excessive internet gaming and visited the hospital for treatment were enrolled and defined as the problematic internet gaming group; through advertisement, additional 138 individuals who were frequent gamers and 139 who were infrequent gamers were recruited. In a multiple logistic regression analysis of all participants' data, a discrete set of hierarchical variables, with gaming preference (frequent gamers + problematic gamers) or problematic internet gaming as the dependent variable, was added to the demographic factors for model 1, personality traits for model 2, and psychological state for model 3. Results: Temperament was a potential factor associated with internet gaming preference. Additionally, model 2, which comprised both demographic factors and personality traits, was a significant factor to enhance the predictability of internet gaming preference with maximum accuracy of 96.7%. Of the three models in the current study, model 2 and model 3 with combined model 2 and patient's psychological status were associated with problematic internet gaming. Discussion: The current study indicated that personality traits were potential factors associated with the individual's preference for gaming. In addition, abnormal psychological status, especially, depressive mood and attention deficit, may lead individuals with problematic internet gaming to seek treatment at the hospital.
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Affiliation(s)
- Wonshik Seong
- Department of Psychiatry, Chung-Ang University Hospital, Seoul, South Korea
| | - Ji Sun Hong
- Department of Psychiatry, Chung-Ang University Hospital, Seoul, South Korea
| | - Soyoung Kim
- Department of Psychiatry, Chung-Ang University Hospital, Seoul, South Korea
| | - Sun Mi Kim
- Department of Psychiatry, Chung-Ang University Hospital, Seoul, South Korea
| | - Doug Hyun Han
- Department of Psychiatry, Chung-Ang University Hospital, Seoul, South Korea
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Lee SY, Lee HK, Choo H. Typology of Internet gaming disorder and its clinical implications. Psychiatry Clin Neurosci 2017; 71:479-491. [PMID: 27649380 DOI: 10.1111/pcn.12457] [Citation(s) in RCA: 47] [Impact Index Per Article: 6.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/05/2016] [Revised: 08/12/2016] [Accepted: 09/14/2016] [Indexed: 01/12/2023]
Abstract
Various perspectives exist regarding Internet gaming disorder. While the concept of behavioral addiction is gaining recognition, some view the phenomenon as merely excessive indulgence in online pastimes. Still, in recent years, complaints from patients or their family members about problems related to Internet use, particularly Internet gaming, have become more common. However, the clinical picture of Internet gaming disorder could be obscured by its heterogeneous manifestations with other intertwined factors, such as psychiatric comorbidities, neurodevelopmental factors, sociocultural factors, and game-related factors, which may influence the pathogenesis as well as the clinical course. To mitigate such problems, clinicians should be able to consider diverse aspects related to Internet gaming disorder. Classifying such a heterogeneous problem into subtypes that share a similar etiology or phenomenology may provide additional clues in the diagnostic process and allow us to designate available clinical resources for particularly vulnerable factors. In this review paper, we suggest a typology of 'impulsive/aggressive,' 'emotionally vulnerable,' 'socially conditioned,' and 'not otherwise specified' as subtypes of the heterogeneous phenomena of pathological Internet gaming. The implications of these subtypes for assessment and treatment planning will also be highlighted.
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Affiliation(s)
- Seung-Yup Lee
- Department of Psychiatry, College of Medicine, Uijeongbu St. Mary's Hospital, The Catholic University of Korea, Uijeongbu, Republic of Korea
| | - Hae Kook Lee
- Department of Psychiatry, College of Medicine, Uijeongbu St. Mary's Hospital, The Catholic University of Korea, Uijeongbu, Republic of Korea
| | - Hyekyung Choo
- Faculty of Arts and Social Sciences, Department of Social Work, National University of Singapore, Singapore
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Na E, Choi I, Lee TH, Lee H, Rho MJ, Cho H, Jung DJ, Kim DJ. The influence of game genre on Internet gaming disorder. J Behav Addict 2017; 6:1-8. [PMID: 28658960 PMCID: PMC5520129 DOI: 10.1556/2006.6.2017.033] [Citation(s) in RCA: 45] [Impact Index Per Article: 6.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/17/2016] [Revised: 05/26/2017] [Accepted: 06/04/2017] [Indexed: 02/01/2023] Open
Abstract
Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.
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Affiliation(s)
- Euihyeon Na
- Department of Psychiatry, Seoul St. Mary’s Hospital, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Inyoung Choi
- Department of Medical Informatics, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Taek-Ho Lee
- Department of Industrial & Management Engineering, Pohang University of Science and Technology, Pohang, Republic of Korea
| | - Hyeseon Lee
- Department of Industrial & Management Engineering, Pohang University of Science and Technology, Pohang, Republic of Korea
| | - Mi Jung Rho
- Department of Medical Informatics, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Hyun Cho
- Addiction Research Institute, Department of Psychiatry, Seoul St. Mary’s Hospital, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Dong Jin Jung
- Addiction Research Institute, Department of Psychiatry, Seoul St. Mary’s Hospital, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Dai-Jin Kim
- Department of Psychiatry, Seoul St. Mary’s Hospital, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
- Addiction Research Institute, Department of Psychiatry, Seoul St. Mary’s Hospital, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
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Liao GY, Huang HC, Teng CI. Who are likely to experience disconfirmation? Impact of temperament and character on disconfirmation. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2016.12.007] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
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Park JH, Han DH, Kim BN, Cheong JH, Lee YS. Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients with Problematic Online Game Playing. Psychiatry Investig 2016; 13:297-304. [PMID: 27247595 PMCID: PMC4878963 DOI: 10.4306/pi.2016.13.3.297] [Citation(s) in RCA: 37] [Impact Index Per Article: 4.6] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/07/2015] [Revised: 07/11/2015] [Accepted: 07/27/2015] [Indexed: 12/24/2022] Open
Abstract
OBJECTIVE Recent studies of online game addiction have suggested that social interaction and impulsivity are critical factors for the etiology and progress of online game addiction. We hypothesized that the genre of the online game is associated with impulsivity and sociality in individuals with online game addictions. METHODS In total, 212 patients with problematic online game playing were divided into four groups by game genre: 1) massive multiplayer online role playing game (MMORPG), 2) real-time strategy (RTS), 3) first-person shooter (FPS), and 4) other. Their symptoms and characteristics were assessed using 8 scales and 2 tests to estimate self-esteem, impulsiveness, comorbidity, social interaction status, and cognitive function. RESULTS The mean social anxiety score was highest in the MMORPG group and lowest in the FPS group. The mean self-esteem score was highest in the RTS group. Social anxiety score was positively correlated with Internet addiction score in the MMORPG group, and the self-esteem score was positively correlated with Internet addiction score in the RTS group. CONCLUSION The genre of online game was not associated with impulsivity, but social anxiety status varied significantly with game genre, and differences in social anxiety were especially pronounced in patients playing the MMORPG (highest social anxiety) and FPS (lowest social anxiety) game genres. In addition, self-esteem was highest in the RTS game genre.
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Affiliation(s)
- Jeong Ha Park
- Department of Psychiatry, Chung Ang University Hospital, Seoul, Republic of Korea
| | - Doug Hyun Han
- Department of Psychiatry, Chung Ang University Hospital, Seoul, Republic of Korea
| | - Bung-Nyun Kim
- Department of Psychiatry, Seoul National University College of Medicine, Seoul, Republic of Korea
| | - Jae Hoon Cheong
- Uimyung Research Institute for Neuroscience, Samyook University, Seoul, Republic of Korea
| | - Young-Sik Lee
- Department of Psychiatry, Chung Ang University Hospital, Seoul, Republic of Korea
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Lee J, Lee S, Chun JW, Cho H, Kim DJ, Jung YC. Compromised Prefrontal Cognitive Control Over Emotional Interference in Adolescents with Internet Gaming Disorder. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2015; 18:661-8. [DOI: 10.1089/cyber.2015.0231] [Citation(s) in RCA: 31] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Affiliation(s)
- Junghan Lee
- Department of Psychiatry, Yonsei University College of Medicine, Seoul, South Korea
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, South Korea
| | - Seojung Lee
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, South Korea
| | - Ji Won Chun
- Department of Psychiatry, Catholic University of Korea College of Medicine, Seoul, South Korea
| | - Hyun Cho
- Department of Psychiatry, Catholic University of Korea College of Medicine, Seoul, South Korea
| | - Dai-jin Kim
- Department of Psychiatry, Catholic University of Korea College of Medicine, Seoul, South Korea
| | - Young-Chul Jung
- Department of Psychiatry, Yonsei University College of Medicine, Seoul, South Korea
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, South Korea
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Eichenbaum A, Kattner F, Bradford D, Gentile DA, Green CS. Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2015; 18:480-5. [DOI: 10.1089/cyber.2015.0092] [Citation(s) in RCA: 90] [Impact Index Per Article: 10.0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Affiliation(s)
- Adam Eichenbaum
- Department of Psychology, University of Wisconsin–Madison, Madison, Wisconsin
| | - Florian Kattner
- Department of Psychology, University of Wisconsin–Madison, Madison, Wisconsin
| | - Daniel Bradford
- Department of Psychology, University of Wisconsin–Madison, Madison, Wisconsin
| | | | - C. Shawn Green
- Department of Psychology, University of Wisconsin–Madison, Madison, Wisconsin
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17
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Metcalf O, Pammer K. Impulsivity and Related Neuropsychological Features in Regular and Addictive First Person Shooter Gaming. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2014; 17:147-52. [DOI: 10.1089/cyber.2013.0024] [Citation(s) in RCA: 37] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Affiliation(s)
- Olivia Metcalf
- Research School of Psychology, The Australian National University, Canberra, Australia
| | - Kristen Pammer
- Research School of Psychology, The Australian National University, Canberra, Australia
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18
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Metcalf O, Pammer K. Physiological arousal deficits in addicted gamers differ based on preferred game genre. Eur Addict Res 2014; 20:23-32. [PMID: 23921429 DOI: 10.1159/000349907] [Citation(s) in RCA: 14] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/23/2012] [Accepted: 02/07/2013] [Indexed: 11/19/2022]
Abstract
BACKGROUND/AIMS There has been significant discussion surrounding the psychopathology of excessive gaming and whether it constitutes an addiction. The current study investigated physiological and subjective levels of arousal in gamers of two genres and the relationship between sensation seeking and gaming addiction. METHODS Heart rate (HR), blood pressure (BP) and skin conductance were recorded at baseline, during gaming for 15 min and after gaming in 30 massively multiplayer online role-playing game (MMORPG) and 30 first-person shooter (FPS) male gamers. Gamers were identified as addicted using the Addiction-Engagement Questionnaire. Sensation seeking was measured using the Arnett Inventory of Sensation Seeking. RESULTS Addicted MMORPG gamers (n=16) displayed significant decreases in cardiovascular activity during gaming compared to baseline and showed significant increases after gaming. Addicted FPS gamers (n=13) had significant increases in BP during gaming which decreased significantly after gaming. In comparison, non-addicted MMORPG gamers (n=14) had significant decreases in HR during gaming, whereas BP in non-addicted MMORPG and FPS gamers (n=17) increased during gaming and after gaming. There were no significant relationships between sensation seeking and addiction. CONCLUSION There are physiological arousal deficits in addicted gamers, and these patterns differ according to the genre of game played.
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Affiliation(s)
- Olivia Metcalf
- Research School of Psychology, Australian National University, Canberra, A.C.T., Australia
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19
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Yang SJ, Stewart R, Lee JY, Kim JM, Kim SW, Shin IS, Yoon JS. Prevalence and correlates of problematic internet experiences and computer-using time: a two-year longitudinal study in korean school children. Psychiatry Investig 2014; 11:24-31. [PMID: 24605120 PMCID: PMC3942548 DOI: 10.4306/pi.2014.11.1.24] [Citation(s) in RCA: 19] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/05/2013] [Revised: 06/03/2013] [Accepted: 06/05/2013] [Indexed: 12/24/2022] Open
Abstract
OBJECTIVE To measure the prevalence of and factors associated with online inappropriate sexual exposure, cyber-bullying victimisation, and computer-using time in early adolescence. METHODS A two-year, prospective school survey was performed with 1,173 children aged 13 at baseline. Data collected included demographic factors, bullying experience, depression, anxiety, coping strategies, self-esteem, psychopathology, attention-deficit hyperactivity disorder symptoms, and school performance. These factors were investigated in relation to problematic Internet experiences and computer-using time at age 15. RESULTS The prevalence of online inappropriate sexual exposure, cyber-bullying victimisation, academic-purpose computer overuse, and game-purpose computer overuse was 31.6%, 19.2%, 8.5%, and 21.8%, respectively, at age 15. Having older siblings, more weekly pocket money, depressive symptoms, anxiety symptoms, and passive coping strategy were associated with reported online sexual harassment. Male gender, depressive symptoms, and anxiety symptoms were associated with reported cyber-bullying victimisation. Female gender was associated with academic-purpose computer overuse, while male gender, lower academic level, increased height, and having older siblings were associated with game-purpose computer-overuse. CONCLUSION Different environmental and psychological factors predicted different aspects of problematic Internet experiences and computer-using time. This knowledge is important for framing public health interventions to educate adolescents about, and prevent, internet-derived problems.
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Affiliation(s)
- Su-Jin Yang
- Department of Psychiatry, Gangnam Severance Hospital, Seoul, Republic of Korea
| | - Robert Stewart
- Institute of Psychiatry, Section of Epidemiology, King's College London, London, UK
| | - Ju-Yeon Lee
- Department of Psychiatry, Chonnam National University Medical School, Gwangju, Republic of Korea
| | - Jae-Min Kim
- Department of Psychiatry, Chonnam National University Medical School, Gwangju, Republic of Korea
| | - Sung-Wan Kim
- Department of Psychiatry, Chonnam National University Medical School, Gwangju, Republic of Korea
| | - Il-Seon Shin
- Department of Psychiatry, Chonnam National University Medical School, Gwangju, Republic of Korea
| | - Jin-Sang Yoon
- Department of Psychiatry, Chonnam National University Medical School, Gwangju, Republic of Korea
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Kim SJ, Park DH, Ryu SH, Yu J, Ha JH. Usefulness of Young's Internet addiction test for clinical populations. Nord J Psychiatry 2013; 67:393-9. [PMID: 23249304 DOI: 10.3109/08039488.2012.748826] [Citation(s) in RCA: 21] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/12/2023]
Abstract
BACKGROUND Young's Internet Addiction Test (IAT) is one of the most widely used scales for assessing Internet addiction. AIMS The purpose of the current study was to investigate the value of IAT for subjects clinically diagnosed with Internet addiction. METHODS A total of 52 subjects, whose chief complaint and most serious behavioral problem was Internet addiction, were enrolled at an Internet-addiction clinic associated with a university hospital. The IAT was administered to assess the existence and severity of Internet addiction. Subjects were classified according to the severity guidelines of the Diagnostic and Statistical Manual of Mental Disorders, 4th edition, text revision (DSM-IV-TR) and according to the duration of their Internet addiction. RESULTS The mean IAT score of our clinical subjects was 62.8 ± 18.2, which was below 70, the cut-off point indicating significant problems. The IAT detected only 42% of the clinical subjects as having significant problems with Internet addiction. No significant differences in IAT scores among those with mild, moderate and severe degrees of Internet addition were found, and no association between IAT scores and duration of illness was observed. CONCLUSIONS IAT scores were not significant correlated with clinical severity and duration of illness in a clinical population. This instrument had limited clinical utility for evaluating the severity of Internet addiction. Considerable caution is required in interpretations of IAT scores.
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Affiliation(s)
- Seog Ju Kim
- Seog Ju Kim, M.D., Ph.D., Department of Medicine, Seoul National University College of Medicine , Seoul , Korea
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21
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Lee YS, Lee JY, Choi TY, Choi JT. Home visitation program for detecting, evaluating and treating socially withdrawn youth in Korea. Psychiatry Clin Neurosci 2013; 67:193-202. [PMID: 23683149 DOI: 10.1111/pcn.12043] [Citation(s) in RCA: 87] [Impact Index Per Article: 7.9] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/02/2010] [Revised: 04/06/2012] [Accepted: 09/11/2012] [Indexed: 01/26/2023]
Abstract
AIM The problems of youth social withdrawal (or hikikomori) became a hot-button social issue in Japan in the 1990s. Unfortunately, current nosology in the DSM-IV may not adequately capture the concept of socially withdrawn youth (SWY) or hikikomori. This study aimed to investigate core SWY issues, evaluate SWY's psychopathologies, and approach them therapeutically through a home visitation program. METHODS Participants were 65 youth referred by community mental health centers and psychiatric clinics around Seoul and Kyongki-Do province. Among them, only 41 participants (31 male, 10 female, mean age 15 ± 3.6 years) fit our SWY criteria. In addition, 248 middle and high school students in Seoul were recruited as a baseline control group. Caseworkers interviewed the SWY participants and their parents in their homes, using our structured interview manual and a number of psychiatric scales. Caseworkers also approached the participants therapeutically. RESULTS Participants' Depression Inventory, Trait Anxiety Inventory, Social Anxiety Scale, and Internet Addiction Scale scores were significantly higher than those of baseline controls. Participants' mean number of psychotherapeutic sessions was 2.8, and the mean number of parental interview sessions was 3.4. After the therapeutic sessions, Global Assessment Functioning scores and social activities had improved somewhat in 68.3% of participants. CONCLUSION These findings suggest that SWY is a complex phenomenon, so an individual psychopathologic process is very important for treatment. The most difficult problem in SWY treatment was therapeutic access. Hence, the home visit approach with a structured manual may be a good gateway for solving this problem.
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Affiliation(s)
- Young Sik Lee
- Department of Psychiatry, Chung Ang University College of Medicine, Seoul, Korea
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22
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Metcalf O, Pammer K. Attentional bias in excessive massively multiplayer online role-playing gamers using a modified Stroop task. COMPUTERS IN HUMAN BEHAVIOR 2011. [DOI: 10.1016/j.chb.2011.05.001] [Citation(s) in RCA: 34] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
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23
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Jeong H, Park TW, Lee SO, Lee SH, Chung SK, Chung YC, Yang JC, Cho EC. Internet Game Addiction and Emotional and Behavioral Characteristics in Upper Grade Elementary School Students and Middle School Students. Soa Chongsonyon Chongsin Uihak 2010. [DOI: 10.5765/jkacap.2010.21.2.087] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/05/2022] Open
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