| Literature DB >> 28198637 |
Jon Arcelus1,2, Walter Pierre Bouman1, Bethany Alice Jones1,3, Christina Richards1, Susana Jimenez-Murcia4, Mark D Griffiths5.
Abstract
Background There is anecdotal clinical evidence that transgender people use the online world - such as forums and online video gaming - for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms. Results A total of 245 people agreed to participate in the study with 154 (62.9%) describing themselves as current gamers. Gaming behavior in the transgender population attending transgender health services was prevalent, but less than 1% of them presented with clinical scores for Internet Gaming Disorder, with no differences according to gender. Problematic gaming behavior was associated with general interpersonal problems, depression, and young age. Discussion and conclusions Transgender people who engage in problematic gaming behavior are younger, and present with high interpersonal problems, and depression, which can affect a successful transition. In view of the high levels of gaming activity in this population games that are designed to address these psychological problems may be well received by transgender people.Entities:
Keywords: addiction; anxiety; depression; gaming; interpersonal; transgender
Mesh:
Year: 2017 PMID: 28198637 PMCID: PMC5572994 DOI: 10.1556/2006.6.2017.002
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
Sociodemographic characteristics, psychopathology related to social problems, gaming activity, and information regarding transition for the whole sample, current gamers, and non-current gamers (N = 245)
| Total | Current players
( | Non-current players
( | Mann–Whitney | Chi-square | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| χ2 | ||||||||||
| Birth assigned gender: | Female: 99 (40.4) | Female: 69 (44.8) | Female: 30 (33.1) | 3.10 | 1 | −0.11 | .08 | |||
| Male: 145 (59.2) | Male: 85 (55.2) | Male: 60 (65.9) | ||||||||
| Mean age ( | 27.41 (12.4) | 24.21 (9.9) | 32.63 (14.4) | −5.14 | −.33 | .001 | ||||
| Civil status: | Single: 150 (61.2) | Single: 107 (69.5) | Single: 43 (47.3) | 16.17 | 3 | 0.26 | .01 | |||
| Married: 56 (22.9) | Married: 33 (21.4) | Married: 23 (25.3) | ||||||||
| Divorced: 12 (4.9) | Divorced: 2 (1.3) | Divorced: 10 (11.0) | ||||||||
| Other: 14 (5.7) | Other: 8 (5.2) | Other: 6 (6.6) | ||||||||
| Self-description: | Man: 86 (35.1) | Man: 55 (35.1) | Man: 31 (34.9) | 0.84 | 3 | 0.06 | .84 | |||
| Woman: 122 (44.8) | Woman: 72 (46.8) | Woman: 50 (54.9) | ||||||||
| Non-binary: 18 (7.3) | Non-binary: 12 (7.8) | Non-binary: 6 (6.6) | ||||||||
| Not sure: 9 (3.7) | Not sure: 6 (3.9) | Not sure: 3 (3.3) | ||||||||
| Socially transitioned: | Yes: 115 (46.9) | Yes: 63 (40.99) | Yes: 52 (57.1) | 6.05 | 1 | −0.16 | .01 | |||
| No: 130 (53.1) | No: 91 (59.1) | No: 39 (42.9) | ||||||||
| Occasions playing each day | 1.77 (0.99) | |||||||||
| Occasions playing each week | 9.42 (7.39) | |||||||||
| Amount of time that each session last (hr) | 2.80 (1.48) | |||||||||
| Preferred way to play | Computers: 77 (50%) | |||||||||
| Game console: 66 (42.9%) | ||||||||||
| Smart phone or tablets: 4 (2.6%) | ||||||||||
| Other: 7 (4.5%) | ||||||||||
| Mean score of IGDS9-SF | 17 (5.64) | |||||||||
| Mean problems socializing (IIP-32) (%) | −0.8 (1.1) | −0.67 (1.0) | −1.12 (1.08) | −3.86 | −.25 | .001 | ||||
| Global IIP-32, mean (%) | 1.37 (0.66) | 1.40 (0.64) | 1.32 (0.69) | −0.64 | −.04 | .52 | ||||
| Mean AQ-28 (%) | 56.01 (12.93) | 57.55 (11.89) | 53.39 (14.22) | −2.32 | −.15 | .001 | ||||
| Mean HADS-anxiety (%) | 10.34 (3.41) | 10.62 (3.27) | 9.86 (3.60) | −1.97 | −.13 | .05 | ||||
| Mean HADS-depression (%) | 7.33 (2.9) | 7.35 (2.9) | 7.3 (3.0) | −0.51 | −.03 | .61 | ||||
Note. IGDS9-SF: Internet Gaming Disorder Scale – Short-Form; IIP-32: Inventory of Interpersonal Problems; HADS: Hospital Anxiety and Depression Scale; AQ-28: Autistic Spectrum Quotient 28.
Statistically significant at p < .05.
Spearman’s rho correlations between gaming behavior and all other variables
| Problematic gaming behavior | |
|---|---|
| Age | −0.13 |
| Problems socializing | 0.18 |
| Global IIP-32 | 0.44 |
| AQ-28 | 0.38 |
| HADS-anxiety | 0.35 |
| HADS-depression | 0.32 |
Note. IIP-32: Inventory of Interpersonal Problems; HADS: Hospital Anxiety and Depression Scale; AQ-28: Autistic Spectrum Quotient 28.
p < .05.
p < .001.
Regression models and significant individual predictors of problematic gaming among transgendered gamers
| Unstandardized | SEB | Standardized B | ||
|---|---|---|---|---|
| (Constant) | −3.37 | 0.487 | 2.248 | .177 |
| IIP-32 problems socializing | −0.730 | 0.435 | −0.125 | .95 |
| Global IIP-32 score | 3.178 | 0.902 | 0.349 | .001 |
| HADS-anxiety total | 0.014 | 0.119 | 0.010 | .909 |
| HASD-depression total | 0.327 | 0.144 | 0.200 | .024 |
| Total AQ-28 | 0.040 | 0.040 | 0.081 | .329 |
| Age | −0.100 | 0.38 | −0.176 | .01 |
Note. IIP-32: Inventory of Interpersonal Problems; HADS: Hospital Anxiety and Depression Scale; AQ-28: Autistic Spectrum Quotient 28. Adj R2 = .27.
p < .05.