| Literature DB >> 22590541 |
Zsolt Demetrovics1, Róbert Urbán, Katalin Nagygyörgy, Judit Farkas, Mark D Griffiths, Orsolya Pápay, Gyöngyi Kökönyei, Katalin Felvinczi, Attila Oláh.
Abstract
BACKGROUND: Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. AIM: The aim of this study was to uncover and operationalize the components of problematic online gaming.Entities:
Mesh:
Year: 2012 PMID: 22590541 PMCID: PMC3349662 DOI: 10.1371/journal.pone.0036417
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Demographics and gaming characteristics.
| Total sample (N = 3415) | |
| Demographics | |
| Age, years; Mean (SD) | 21.01 (5.85) |
| Gender (Males, %) | 90 |
| Education | |
| Less than high school (%) | 49.5 |
| High school graduate (%) | 39.4 |
| College graduate or more (%) | 11.1 |
| Employment | |
| Employed fulltime (%) | 24.3 |
| Employed part-time (%) | 10.4 |
| Student (%) | 61.9 |
| Neither employed nor student (%) | 3.4 |
| Place of residence | |
| Budapest (%) | 26.9 |
| Other cities (%) | 54.0 |
| Village (%) | 19.1 |
| Marital status | |
| Single (%) | 64.9 |
| In relationship but not living together (%) | 22.3 |
| In relationship and living together (%) | 7.3 |
| Married (%) | 4.9 |
| Divorced or widowed (%) | 1.0 |
| Subjective economic status | |
| Better than average (%) | 47.9 |
| Average (%) | 41.8 |
| Less than average (%) | 10.3 |
| Gaming related characteristics | |
| Time spent with gaming | |
| Less than 7 hours a week (%) | 11.8 |
| Between 7–14 hrs a week (%) | 23.9 |
| 15–28 hrs a week (%) | 34.8 |
| 29–42 hrs a week (%) | 20.2 |
| More than 42 hrs a week (%) | 9.3 |
| Money spent on gaming | |
| None (%) | 51.8 |
| Maximum 25 USD per month) (%) | 36.8 |
| More than 25 USD per month (%) | 11.4 |
| Type of players – level of organization | |
| Individual (%)) | 38.6 |
| Amateur (%) | 19.8 |
| Semi-professional (%) | 26.1 |
| Professional (%) | 15.5 |
Exploratory factor analyses of the generated items.
| Factor 1 | Factor 2 | Factor 3 | Factor 4 | Factor 5 | Factor 6 | |||||||
| 1 | 2 | 1 | 2 | 1 | 2 | 1 | 2 | 1 | 2 | 1 | 2 | |
| Y1 When you are not gaming, how often do you think about playing a game orthink about how would it feel to play at that moment? |
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| 0.05 | −0.01 | −0.01 | −0.02 | −0.04 | 0.02 | −0.01 | 0.01 | 0.06 | −0.03 |
| Y4 How often do you daydream about gaming? |
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| 0.03 | 0.07 | −0.05 | −0.08 | 0.04 | −0.01 | −0.01 | 0.05 | 0.09 | 0.09 |
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| Y3 How often do you feel that youshould reduce the amount of time you spend gaming? | 0.10 | 0.02 |
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| 0.00 | 0.06 | −0.07 | −0.07 | −0.07 | −0.01 | −0.12 | −0.21 |
| Y6 How often do you unsuccessfully try to reduce the time you spend on gaming? | 0.01 | 0.07 |
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| 0.10 | 0.06 | −0.05 | 0.03 | −0.24 | −0.23 | 0.09 | 0.06 |
| Y12 How often do you feel that gaming causes problems for you in your life? | −0.07 | −0.09 |
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| −0.10 | −0.07 | 0.19 | 0.05 | 0.23 | 0.15 | 0.03 | 0.13 |
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| Y20 How often do you lose track of time when gaming? | −0.05 | −0.04 | 0.04 | 0.04 |
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| −0.04 | 0.00 | 0.01 | −0.03 | −0.06 | −0.03 |
| Y23 How often do you play longer than originally planned? | −0.04 | −0.08 | 0.09 | 0.10 |
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| −0.05 | 0.08 | 0.10 | −0.08 | −0.06 | 0.01 |
| Y28 How often do you feel time stops while gaming? | −0.09 | −0.02 | 0.02 | −0.07 |
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| 0.05 | −0.01 | −0.17 | −0.04 | 0.04 | 0.18 |
| Y22 How often are you so immersed in gaming that you forget to eat? | −0.05 | −0.08 | −0.06 | −0.09 |
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| 0.04 | 0.02 | −0.04 | 0.11 | 0.17 | −0.03 |
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| Y19 How often do you fail to meet up with a friend because you were gaming? | −0.04 | −0.14 | 0.00 | 0.01 | −0.05 | 0.07 |
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| −0.07 | 0.05 | 0.03 | 0.00 |
| Y24 How often do you neglect other activities because you would rather game? | −0.03 | 0.06 | −0.08 | 0.03 | 0.13 | 0.07 |
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| 0.10 | −0.06 | −0.01 | 0.01 |
| Y17 How often do you choose gaming over going out with someone? | 0.07 | 0.13 | 0.05 | −0.02 | 0.02 | 0.00 |
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| −0.14 | −0.09 | −0.04 | −0.05 |
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| Y25 How often do you argue with your parents and/or your partner because of gaming? | −0.06 | 0.01 | −0.11 | −0.09 | −0.01 | 0.00 | −0.05 | −0.03 |
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| 0.05 | 0.06 |
| Y14 How often do the people around you complain that you are gaming too much? | 0.16 | 0.11 | 0.06 | 0.13 | 0.06 | 0.08 | −0.08 | −0.06 |
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| −0.06 | −0.05 |
| Y10 How often do you get restless or irritable if you are unable to play gamesfor a few days? | 0.07 | −0.01 | −0.01 | −0.05 | 0.03 | 0.10 | −0.05 | −0.02 | 0.03 | −0.09 |
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| Y13 How often do you feel depressed or irritable when not gaming only for thesefeelings to disappear when you start playing? | 0.09 | 0.06 | 0.02 | −0.01 | 0.03 | 0.00 | 0.01 | 0.09 | −0.09 | 0.03 |
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| Y7 How often do you get irritable, restless or anxious when you cannot play gamesas much as you want? | 0.09 | 0.13 | 0.06 | 0.14 | 0.01 | 0.03 | −0.02 | −0.11 | 0.04 | −0.05 |
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| Y21 How often do you get irritable or upset when you cannot play? | −0.11 | −0.08 | −0.03 | −0.12 | 0.01 | 0.08 | 0.13 | 0.08 | 0.09 | 0.22 |
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Note: Excluded items (16, 11, 2, 29, 9, 5, 15, 26) are in italic. Factor loadings ≥30 are in bold.
Confirmatory factor analyses of POGQ with two independent samples.
| Preoccupation | Overuse | Immersion | Social isolation | Interpersonal conflicts | Withdrawal | |||||||
| 1 | 2 | 1 | 2 | 1 | 2 | 1 | 2 | 1 | 2 | 1 | 2 | |
| Y1 When you are not gaming, how often do you think about playing a game or thinkabout how would it feel to play at that moment? | 0.87 | 0.84 | ||||||||||
| Y4 How often do you daydream about gaming? | 0.89 | 0.90 | ||||||||||
| Y3 How often do you feel that you should reduce the amount of time you spend gaming? | 0.76 | 0.72 | ||||||||||
| Y6 How often do you unsuccessfully try to reduce the timeyou spend on gaming? | 0.79 | 0.83 | ||||||||||
| Y12 How often do you feel that gaming causes problemsfor you in your life? | 0.71 | 0.70 | ||||||||||
| Y20 How often do you lose track of time when gaming? | 0.66 | 0.67 | ||||||||||
| Y23 How often do you play longer than originally planned? | 0.73 | 0.69 | ||||||||||
| Y28 How often do you feel time stops while gaming? | 0.64 | 0.58 | ||||||||||
| Y22 How often are you so immersed in gaming that you forget to eat? | 0.67 | 0.63 | ||||||||||
| Y19 How often do you fail to meet up with a friend because you were gaming? | 0.76 | 0.81 | ||||||||||
| Y24 How often do you neglect other activities because you would rather game? | 0.85 | 0.86 | ||||||||||
| Y17 How often do you choose gaming over going out with someone? | 0.67 | 0.71 | ||||||||||
| Y25 How often do you argue with your parents and/or your partner because of gaming? | 0.72 | 0.77 | ||||||||||
| Y14 How often do the people around you complain that you are gaming too much? | 0.83 | 0.74 | ||||||||||
| Y10 How often do you get restless or irritable if you are unable to play games fora few days? | 0.84 | 0.83 | ||||||||||
| Y13 How often do you feel depressed or irritable when not gaming only for thesefeelings to disappear when you start playing? | 0.79 | 0.78 | ||||||||||
| Y7 How often do you get irritable, restless or anxious when you cannot play gamesas much as you want? | 0.81 | 0.81 | ||||||||||
| Y21 How often do you get irritable or upset when you cannot play? | 0.77 | 0.76 | ||||||||||
| Factor determinacies | 0.94 | 0.94 | 0.91 | 0.91 | 0.91 | 0.90 | 0.93 | 0.93 | 0.90 | 0.90 | 0.95 | 0.94 |
| Cronbach’s α | ||||||||||||
| Mean | ||||||||||||
| SD | ||||||||||||
Fit indices for the latent profile analysis of the POGQ.
| Number of latent classes | AIC | BIC | SSABIC | Entropy | L-M-R test | p |
| 2 classes | 36625 | 36741 | 36681 | 0.924 | 9567 | <0.0001 |
| 3 classes | 32675 | 32834 | 32752 | 0.909 | 3896 | <0.0001 |
| 4 classes | 30888 | 31090 | 30986 | 0.892 | 1769 | <0.001 |
| 5 classes | 30079 | 30325 | 30198 | 0.863 | 808 | 0.171 |
Note: AIC: Akaike Information Criteria; BIC: Bayesian Information Criteria; SSABIC: Sample size adjusted Bayesian Information Criteria. L-M-R Test: Lo-Mendell-Rubin adjusted likelihood ratio test value; p: p-value associated with L-M-R Test.
Figure 1Latent profile analysis on the three factors of the POGQ
. The latent profile analysis resulted four classes. The first class represents those gamers that scored on POGQ below the average, while the second class represents the low risk, the third class represents medium risk of problematic use. The fourth class (3.4%) represents the high risk of problematic use.
Calculation of cut-off thresholds for POGQ.
| Truepositive | Truenegative | Falsepositive | Falsenegative | Sensitivity(%) | Specificity(%) | PPV(%) | NPV(%) | Accuracy(%) | |
| 59/60 | 115 | 3179 | 111 | 0 | 100 | 97 | 51 | 100 | 97 |
| 60/61 | 115 | 3198 | 92 | 0 | 100 | 97 | 56 | 100 | 97 |
| 61/62 | 113 | 3221 | 69 | 2 | 98 | 98 | 62 | 100 | 98 |
| 62/63 | 113 | 3240 | 50 | 2 | 98 | 98 | 69 | 100 | 98 |
| 63/64 | 112 | 3257 | 33 | 3 | 97 | 99 | 77 | 100 | 99 |
| 64/65 | 111 | 3271 | 19 | 4 | 97 | 99 | 85 | 100 | 99 |
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| 66/67 | 102 | 3283 | 7 | 13 | 89 | 100 | 94 | 100 | 99 |
| 67/68 | 94 | 3285 | 5 | 21 | 82 | 100 | 95 | 99 | 99 |
| 68/69 | 88 | 3289 | 1 | 27 | 77 | 100 | 99 | 99 | 99 |
| 69/70 | 79 | 3289 | 1 | 36 | 69 | 100 | 99 | 99 | 99 |
| 70/71 | 68 | 3289 | 1 | 47 | 59 | 100 | 99 | 99 | 99 |
| 71/72 | 65 | 3289 | 1 | 50 | 57 | 100 | 98 | 99 | 99 |
| 72/73 | 54 | 3290 | 0 | 61 | 47 | 100 | 100 | 98 | 98 |
| 73/74 | 47 | 3290 | 0 | 68 | 41 | 100 | 100 | 98 | 98 |