| Literature DB >> 25855558 |
Orsolya Király1, Róbert Urbán, Mark D Griffiths, Csilla Ágoston, Katalin Nagygyörgy, Gyöngyi Kökönyei, Zsolt Demetrovics.
Abstract
BACKGROUND: The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives between distal influences (eg, trauma symptoms) and drinking problems, this study examined the assumption that there is an indirect link between psychiatric distress and POG via the mediation of gaming motives. Furthermore, it was also assumed that there was a moderator effect of gender and game type preference based on the important role gender plays in POG and the structural differences between different game types.Entities:
Keywords: Internet; behavior, addictive; coping behavior; motivation; psychopathology; video games
Mesh:
Year: 2015 PMID: 25855558 PMCID: PMC4405620 DOI: 10.2196/jmir.3515
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Weekly game time and proportion of gamers at high risk of problematic use for the overall sample, for males and females, and for multiplayer online first-person shooter (MOFPS) and massively multiplayer online role-playing games (MMORPGs) gamer types.
| Gaming-related variables | Total sample, n (%) | Gender, n (%) | Game type preference, n (%) | |||
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| Males | Females | MOFPS players | MMORPG players | |
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| <7 hours | 382 (12.00) | 328 (11.48) | 54 (16.5) | 125 (14.4) | 137 (9.36) |
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| 7-14 hours | 772 (24.25) | 688 (24.09) | 84 (25.7) | 266 (30.5) | 298 (20.36) |
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| 15-28 hours | 1102 (34.62) | 1001 (35.05) | 101 (30.9) | 308 (35.4) | 509 (34.77) |
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| 29-42 hours | 639 (20.08) | 583 (20.41) | 56 (17.1) | 136 (15.6) | 355 (24.25) |
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| >42 hours | 288 (9.05) | 256 (8.96) | 32 (9.8) | 36 (4.1) | 165 (11.27) |
| Gamers at high risk of problematic usea | 2.43 | 2.39 | 2.76 | 1.96 | 2.95 | |
a The proportion of gamers at high risk of problematic use was calculated using the established cut-off point (ie, 66) suggested in a previous article [29]. Note that only MOFPS and MMORPG gamers have been included because the MMORTS gamer group was very small and the remainder of the players could not be differentiated regarding their game type preference.
Means, standard deviations (SD), and confidence intervals (CI) for multiplayer online first-person shooter (MOFPS) and massively multiplayer online role-playing games (MMORPGs) gamer types examined and for all players (MOFPS and MMORPG)a and effect sizes (Cohen’s d).
| Psychopathology- and gaming-related variablesb | All (MOFPS & MMORPG) players (n=2338) | MOFPS players (n=872) | MMORPG players (n=1466) | Comparison of MOFPS and MMORPG players | ||||||||||
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| Mean (SD) | 95% CI | Mean (SD) | 95% CI | Mean (SD) | 95% CI |
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| Global Severity Index | 0.61 (0.61) | 0.59-0.64 | 0.57 (0.57) | 0.53-0.61 | 0.64 (0.64) | 0.61-0.67 | 2.82 (1986.8) | .005 | 0.12 | |||||
| POGQ Total score | 36.13 (11.93) | 35.65-36.62 | 34.99 (11.73) | 34.21-35.77 | 36.82 (12.00) | 36.20-37.44 | 3.59 (2326) | <.001 | 0.15 | |||||
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| Escape | 1.93 (1.01) | 1.89-1.97 | 1.83 (0.93) | 1.76-1.88 | 2.00 (1.06) | 1.95-2.05 | 4.09 (2019.5) | <.001 | 0.18 | ||||
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| Coping | 2.51 (1.08) | 2.47-2.55 | 2.57 (1.12) | 2.50-2.64 | 2.47 (1.05) | 2.42-2.52 | 1.99 (1740.8) | .047 | 0.09 | ||||
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| Fantasy | 2.33 (1.13) | 2.28-2.38 | 2.05 (1.00) | 1.98-2.12 | 2.49 (1.17) | 2.43-2.55 | 9.67 (2057.9) | <.001 | 0.40 | ||||
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| Skill development | 2.23 (1.14) | 2.18-2.28 | 2.54 (1.21) | 2.46-2.62 | 2.04 (1.05) | 1.99-2.09 | 9.99 (1635.4) | <.001 | 0.44 | ||||
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| Recreation | 4.18 (0.87) | 4.15-4.22 | 4.12 (0.90) | 4.06-4.18 | 4.22 (0.85) | 4.18-4.26 | 2.75 (1737.7) | .006 | 0.11 | ||||
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| Competition | 2.39 (1.19) | 2.34-2.44 | 2.75 (1.22) | 2.67-2.83 | 2.17 (1.11) | 2.11-2.23 | 11.41 (1693.5) | <.001 | 0.50 | ||||
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| Social | 3.07 (1.20) | 3.02-3.12 | 3.07 (1.21) | 2.99-3.15 | 3.07 (1.19) | 3.01-3.13 | 0.15 (2332) | .88 | 0.00 | ||||
a Only MOFPS and MMORPG gamers have been included because the MMORTS gamer group was very small and the rest of the players could not be differentiated regarding their game type preference.
b POGQ: Problematic Online Gaming Questionnaire; MOGQ: Motives for Online Gaming Questionnaire.
Means, standard deviations (SD), and confidence intervals (CI) for both genders and for the total sample and effects sizes (Cohen’s d).
| Psychopathology- and gaming-related variablesa | Total sample (N=3186) | Males (n=2859) | Females (n=327) | Gender comparison | |||||||
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| Mean (SD) | 95% CI | Mean (SD) | 95% CI | Mean (SD) | 95% CI |
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| Global Severity Index | 0.62 (0.62) | 0.60-0.64 | 0.60 (0.61) | 0.58-0.62 | 0.77 (0.69) | 0.70-0.85 | 4.05 (387.4) | <.001 | 0.26 | ||
| POGQ Total Score | 35.89 (11.85) | 35.48-36.30 | 35.86 (11.83) | 35.43-36.30 | 36.12 (12.31) | 35.78-37.46 | 0.37 (3171) | .71 | 0.02 | ||
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| Escape | 1.91 (0.99) | 1.88-1.94 | 1.87 (0.97) | 1.84-1.90 | 2.28 (1.14) | 2.16-2.40 | 6.22 (380.2) | <.001 | 0.39 | |
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| Coping | 2.50 (1.07) | 2.46-2.54 | 2.50 (1.08) | 2.46-2.54 | 2.56 (0.99) | 2.45-2.67 | 1.05 (3177) | .30 | 0.06 | |
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| Fantasy | 2.33 (1.12) | 2.29-2.37 | 2.28 (1.10) | 2.24-2.32 | 2.77 (1.23) | 2.64-2.90 | 6.80 (386.5) | <.001 | 0.42 | |
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| Skill development | 2.25 (1.14) | 2.21-2.29 | 2.26 (1.15) | 2.22-2.30 | 2.17 (1.00) | 2.06-2.28 | 1.54 (430.9) | .13 | 0.08 | |
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| Recreation | 4.18 (0.88) | 4.15-4.21 | 4.16 (0.88) | 4.13-4.19 | 4.29 (0.82) | 4.20-4.38 | 2.61 (416.5) | .009 | 0.15 | |
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| Competition | 2.41 (1.18) | 2.37-2.45 | 2.47 (1.18) | 2.43-2.51 | 1.80 (0.93) | 1.70-1.90 | 12.06 (456.4) | <.001 | 0.63 | |
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| Social | 3.04 (1.20) | 3.00-3.08 | 3.01 (1.20) | 2.97-3.05 | 3.32 (1.18) | 3.19-3.45 | 4.42 (3177) | <.001 | 0.26 | |
a POGQ: Problematic Online Gaming Questionnaire; MOGQ: Motives for Online Gaming Questionnaire.
Zero-order correlations and Cronbach alphas (N=3186).
| Psychopathology- and gaming-related variables | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | Cronbach α |
| 1. Global Severity Index | .55 | .51 | .29 | .36 | .11 | –.01 | .20 | .09 | .97 |
| 2. POGQ Total Score |
| .51 | .39 | .40 | .19 | .15 | .37 | .26 | .91 |
| 3. MOGQ Escape |
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| .60 | .61 | .24 | .18 | .27 | .29 | .87 |
| 4. MOGQ Coping |
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| .50 | .41 | .41 | .38 | .42 | .84 |
| 5. MOGQ Fantasy |
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| .30 | .29 | .28 | .34 | .83 |
| 6. MOGQ Skill development |
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| .23 | .38 | .45 | .89 |
| 7. MOGQ Recreation |
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| .23 | .35 | .78 |
| 8. MOGQ Competition |
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| .32 | .90 |
| 9. MOGQ Social |
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| .91 |
Figure 1The overall mediation model with standardized path coefficients and the explained variance of the endogen variables (R) (N=3186). All 7 mediator variables are latent variables. For clarity, indicator variables associated with them have not been depicted in this figure but were published in an earlier paper [8]. Also for clarity, the covariances between the errors of all mediator variables have not been depicted in the figure. Simple arrows: significant path coefficients, dotted arrows: nonsignificant path coefficients. *P<.05; **P<.01; ***P<.001.
Figure 2The mediation model and standardized path coefficients. Results of multigroup analysis and path coefficients across the 2 gamer types, multiplayer online first-person shooter (MOFPS) and massively multiplayer online role-playing games (MMORPGs), and the explained variance of the endogen variables (R) (MOFPS: n=872; MMORPG: n=1466). The first (left) values describe MOFPS players, whereas the second (right) values describe MMORPG players. All 7 mediator variables are latent variables. For clarity, indicator variables associated with them have not been depicted but were published in an earlier paper [8]. Also for clarity, the covariances between the errors of all mediator variables have not been depicted in the figure. Simple arrows: significant path coefficients; dotted arrows: nonsignificant path coefficients. *P<.05; **P<.01; ***P<.001.
Figure 3The mediation model and standardized path coefficients. Results of multigroup analysis and path coefficients across both genders (males/females) and the explained variance of the endogen variables (R) (males: n=1226; females: n=240). The first values (left of the brackets) describe all MMORPG players. The first (left) values in the brackets describe male MMORPG players, whereas the second (right) values describe female MMORPG players. The color red indicates a significant difference between male and female players according to the Wald test. All 7 mediator variables are latent variables. For clarity, indicator variables associated with them have not been depicted in this figure but were published in an earlier paper [8]. Also for clarity, the covariances between the errors of all mediator variables have not been depicted in the figure. Simple arrows: significant path coefficients; dotted arrows: nonsignificant path coefficients; dashed arrow: nonsignificant path coefficients for males, significant path coefficients for females. *P<.05; **P<.01; ***P<.001.