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Lin S, Chen X, Tan L, Liao Z, Li Y, Tang Y, Huang Q, Shen H. Psychometric Properties of the Metacognitions About Online Gaming Scale in the Chinese Population and Its Relationship With Internet Gaming Disorder: Cross-Sectional Study. JMIR Serious Games 2024; 12:e45985. [PMID: 38648634 DOI: 10.2196/45985] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/25/2023] [Revised: 09/28/2023] [Accepted: 02/21/2024] [Indexed: 04/25/2024] Open
Abstract
BACKGROUND Metacognitions about online gaming have been shown to be correlated with Internet Gaming Disorder (IGD). Knowledge of metacognitions about online gaming can help to understand IGD. The Metacognitions about Online Gaming Scale (MOGS) is a reliable and valid tool to measure specific metacognitions about online gaming in both adults and adolescents, which is lacking in China. OBJECTIVE This study was conducted to assess the psychometric properties of the Chinese version of the MOGS (C-MOGS) and its relationship with IGD in the Chinese population. METHODS A total of 772 Chinese individuals (age: mean 21.70, SD 8.81 years; age range: 13-57 years; 458/772, 59.3% male) completed a web-based questionnaire survey, including the C-MOGS and a battery of validated scales measuring IGD, gaming motives, depression, and anxiety. RESULTS Through exploratory and confirmatory factor analyses, the 3-factor structure was confirmed to have adequate model fit and internal consistency reliability (Cronbach α≥.799, Guttman split-half coefficients≥0.754). Concurrent validity of the C-MOGS was supported by its correlations with IGD (P<.001), gaming motives (P<.001), depression (P<.001), and anxiety (P<.001). Furthermore, the incremental validity analysis showed that the C-MOGS predicted 13% of the variance in IGD while controlling for gender, age, weekly gaming hours, gaming motives, depression, and anxiety. CONCLUSIONS This study provides evidence that the psychometric properties of the C-MOGS are appropriate and emphasizes its positive association with IGD. The C-MOGS is a reliable and valid instrument for mental health workers to assess metacognitions about online gaming in the Chinese population.
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Affiliation(s)
- Shuhong Lin
- Department of Psychiatry, Second Xiangya Hospital of Central South University, Changsha, China
- National Clinical Research Center for Mental Disorders, Changsha, China
| | - Xinxin Chen
- Department of Psychiatry, Second Xiangya Hospital of Central South University, Changsha, China
- National Clinical Research Center for Mental Disorders, Changsha, China
| | - Linxiang Tan
- Education Center for Mental Health, Central South University, Changsha, China
| | - Zhenjiang Liao
- Department of Psychiatry, Second Xiangya Hospital of Central South University, Changsha, China
- National Clinical Research Center for Mental Disorders, Changsha, China
| | - Yifan Li
- Department of Psychiatry, Second Xiangya Hospital of Central South University, Changsha, China
- National Clinical Research Center for Mental Disorders, Changsha, China
| | - Ying Tang
- Department of Psychiatry, Second Xiangya Hospital of Central South University, Changsha, China
- National Clinical Research Center for Mental Disorders, Changsha, China
| | - Qiuping Huang
- School of Humanities and Management, Hunan University of Chinese Medicine, Changsha, China
| | - Hongxian Shen
- Department of Psychiatry, Second Xiangya Hospital of Central South University, Changsha, China
- National Clinical Research Center for Mental Disorders, Changsha, China
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Dang L, Yang HM, Spada MM, Wu AMS. A three-wave longitudinal study on the underlying metacognitive mechanism between depression and Internet gaming disorder. J Behav Addict 2024; 13:215-225. [PMID: 38183452 PMCID: PMC10988406 DOI: 10.1556/2006.2023.00072] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/07/2022] [Revised: 11/26/2023] [Accepted: 11/27/2023] [Indexed: 01/08/2024] Open
Abstract
BACKGROUND AND AIMS Internet Gaming Disorder (IGD) and depression have negative consequences on individuals' mental health, but their relationships are complex. This three-wave longitudinal study aimed to detect the metacognitive mechanisms underlying the association between IGD tendency and depression based on the self-regulatory executive function model. METHODS A total of 1,243 Chinese undergraduate student gamers (57% female, M = 19.77, SD = 1.29) were recruited at the baseline survey (Wave 1 [W1]), with 622 and 574 of them taking part in the two follow-up surveys (Wave 2 [W2] at 6 and Wave 3 [W3] at 12 months later), respectively. RESULTS The three-wave path model demonstrated, after controlling for the autoregressive effect of each variable, that depression consistently predicted IGD tendency but not vice versa, while negative but not positive metacognitions about online gaming (MOG) significantly predicted both depression and IGD tendency. Moreover, two statistically significant mediation paths: (i) negative MOG [W1] → depression [W2] → IGD tendency [W3]; and (ii) depression [W1] → negative MOG [W2] → IGD tendency [W3] were identified. DISCUSSION AND CONCLUSIONS These findings extend the understanding of the associations among depression, IGD tendency, and MOG, highlighting how negative MOG has a stronger prospective effect than positive MOG on depression and IGD tendency, and also reveal the mutual mediation effects of depression and negative MOG on IGD tendency. Integrated programmes with both emotional regulation training and Metacognitive Therapy are recommended for IGD treatment.
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Affiliation(s)
- Le Dang
- Faculty of Teacher Education, Pingdingshan University, Pingdingshan, China
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China
| | - Hong Mian Yang
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China
- Centre for Cognitive and Brain Sciences, Institute of Collaborative Innovation, University of Macau, Macao, China
| | - Marcantonio M. Spada
- Division of Psychology, School of Applied Sciences, London South Bank University, London, United Kingdom
| | - Anise M. S. Wu
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China
- Centre for Cognitive and Brain Sciences, Institute of Collaborative Innovation, University of Macau, Macao, China
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Marino C, Canale N, Vieno A, Caselli G, Scacchi L, Spada MM. Social anxiety and Internet gaming disorder: The role of motives and metacognitions. J Behav Addict 2020; 9:617-628. [PMID: 32750032 PMCID: PMC8943663 DOI: 10.1556/2006.2020.00044] [Citation(s) in RCA: 40] [Impact Index Per Article: 10.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/30/2020] [Revised: 05/11/2020] [Accepted: 06/22/2020] [Indexed: 12/11/2022] Open
Abstract
BACKGROUND AND AIMS In recent years, Internet Gaming Disorder (IGD) has been recognized as a mental health problem. Although research has found that social anxiety, motives, the preference for online social interactions (POSI), and metacognitions about online gaming are independent predictors of IGD, less is known about their relative contribution to IGD. The aim of the current study was to model the relationship between social anxiety, motives, POSI, metacognitions about online gaming, and IGD. METHODS Five hundred and forty three Italian gamers who play more than 7 h a week (mean age = 23.9 years; SD = 6.15 years; 82.5% males) were included in the study. The pattern of relationships specified by the theoretical model was examined through path analysis. RESULTS Results showed that social anxiety was directly associated with four motives (escape, coping, fantasy, and recreation), POSI, and positive and negative metacognitions about online gaming, and IGD. The Sobel test showed that negative metacognitions about online gaming played the strongest mediating role in the relationship between social anxiety and IGD followed by escape, POSI, and positive metacognitions. The model accounted for 54% of the variance for IGD. DISCUSSION AND CONCLUSIONS Overall, our findings show that, along with motives and POSI, metacognitions about online gaming may play an important role in the association between social anxiety and IGD. The clinical and preventive implications of these findings are discussed.
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Affiliation(s)
- Claudia Marino
- Department of Developmental and Social Psychology, University of Padova, Padova, Italy,Division of Psychology, School of Applied Sciences, London South Bank University, London, UK,Corresponding author. E-mail:
| | - Natale Canale
- Department of Developmental and Social Psychology, University of Padova, Padova, Italy
| | - Alessio Vieno
- Department of Developmental and Social Psychology, University of Padova, Padova, Italy
| | - Gabriele Caselli
- Division of Psychology, School of Applied Sciences, London South Bank University, London, UK,Studi Cognitivi, Milan, Italy,Sigmund Freud University, Milan, Italy
| | - Luca Scacchi
- Dipartimento di Scienze Umane e Sociali, Università della Valle d'Aosta, Aosta, Italy
| | - Marcantonio M. Spada
- Division of Psychology, School of Applied Sciences, London South Bank University, London, UK
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Abstract
BACKGROUND AND AIMS In recent years, Internet Gaming Disorder (IGD) has been recognized as a mental health problem. Although research has found that social anxiety, motives, the preference for online social interactions (POSI), and metacognitions about online gaming are independent predictors of IGD, less is known about their relative contribution to IGD. The aim of the current study was to model the relationship between social anxiety, motives, POSI, metacognitions about online gaming, and IGD. METHODS Five hundred and forty three Italian gamers who play more than 7 h a week (mean age = 23.9 years; SD = 6.15 years; 82.5% males) were included in the study. The pattern of relationships specified by the theoretical model was examined through path analysis. RESULTS Results showed that social anxiety was directly associated with four motives (escape, coping, fantasy, and recreation), POSI, and positive and negative metacognitions about online gaming, and IGD. The Sobel test showed that negative metacognitions about online gaming played the strongest mediating role in the relationship between social anxiety and IGD followed by escape, POSI, and positive metacognitions. The model accounted for 54% of the variance for IGD. DISCUSSION AND CONCLUSIONS Overall, our findings show that, along with motives and POSI, metacognitions about online gaming may play an important role in the association between social anxiety and IGD. The clinical and preventive implications of these findings are discussed.
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Affiliation(s)
- Claudia Marino
- Department of Developmental and Social Psychology, University of Padova, Padova, Italy,Division of Psychology, School of Applied Sciences, London South Bank University, London, UK,Corresponding author. E-mail:
| | - Natale Canale
- Department of Developmental and Social Psychology, University of Padova, Padova, Italy
| | - Alessio Vieno
- Department of Developmental and Social Psychology, University of Padova, Padova, Italy
| | - Gabriele Caselli
- Division of Psychology, School of Applied Sciences, London South Bank University, London, UK,Studi Cognitivi, Milan, Italy,Sigmund Freud University, Milan, Italy
| | - Luca Scacchi
- Dipartimento di Scienze Umane e Sociali, Università della Valle d'Aosta, Aosta, Italy
| | - Marcantonio M. Spada
- Division of Psychology, School of Applied Sciences, London South Bank University, London, UK
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