Literature DB >> 28956935

Intense video gaming is not essentially problematic.

Orsolya Király1, Dénes Tóth2, Róbert Urbán1, Zsolt Demetrovics1, Aniko Maraz1.   

Abstract

Video games are more popular than ever and the general public, including parents, educators, and the media, tends to consider intense video gaming fundamentally problematic. To test this hypothesis, participants were recruited via gaming-related websites resulting in a sample of N = 5,222 online video gamers (mean age: 22.2 years, SD = 6.4). Besides assessing gaming time, we administered the Ten-Item Internet Gaming Disorder Test, the Brief Symptom Inventory, and the Motives for Online Gaming Questionnaire. Two structural regression models were estimated with both gaming time and problematic gaming as outcome variables. Predictors were psychiatric symptoms in the first, and gaming motives in the second model. Both models yielded adequate fit indices. Psychiatric symptoms had a moderate positive effect on problematic use (β = .46, p < .001) whereas their effect on gaming time was practically zero (β = -.01, p = .84). In the second model, Escape was the most prominent motive and was moderately to-strongly associated (β = .58, p < .001) with problematic use. However, the association between Escape and gaming time was substantially weaker (β = .21, p < .001). The correlation between gaming time and problematic use was weak-to-moderate in both models (r = .26, p < .001 and r = .21, p < .001, respectively). Data suggest that gaming time is weakly associated with negative psychological factors such as psychiatric symptoms and Escape motive, which were found to be consistently related to problematic use. Therefore, the amount of gaming time alone appears to be an unreliable predictor of problematic use, which questions the aforementioned idea that intense gaming is essentially problematic. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

Entities:  

Mesh:

Year:  2017        PMID: 28956935     DOI: 10.1037/adb0000316

Source DB:  PubMed          Journal:  Psychol Addict Behav        ISSN: 0893-164X


  35 in total

1.  Internet gaming disorder behaviours: a preliminary exploration of individualism and collectivism profiles.

Authors:  Vasileios Stavropoulos; Tyler Michael John Frost; Taylor Brown; Peter Gill; Trent Anthony Footitt; Lee Kannis-Dymand
Journal:  BMC Psychiatry       Date:  2021-05-20       Impact factor: 3.630

2.  Effect of Parental Perception on the Prevalence of Adolescent Internet Gaming Disorder During the COVID-19 Pandemic.

Authors:  Soyeon Lee; Seo-Koo Yoo; Young Don Son; Sun Mi Kim; Doug Hyun Han
Journal:  Psychiatry Investig       Date:  2022-05-23       Impact factor: 3.202

3.  Treatments of internet gaming disorder: a systematic review of the evidence.

Authors:  Kristyn Zajac; Meredith K Ginley; Rocio Chang
Journal:  Expert Rev Neurother       Date:  2019-09-26       Impact factor: 4.618

4.  Inclusion of Gaming Disorder in ICD has more advantages than disadvantages.

Authors:  Orsolya Király; Zsolt Demetrovics
Journal:  J Behav Addict       Date:  2017-08-17       Impact factor: 6.756

5.  What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases.

Authors:  Stefano Triberti; Luca Milani; Daniela Villani; Serena Grumi; Sara Peracchia; Giuseppe Curcio; Giuseppe Riva
Journal:  Addict Behav Rep       Date:  2018-06-22

6.  Established risk factors for addiction fail to discriminate between healthy gamers and gamers endorsing DSM-5 Internet gaming disorder.

Authors:  Jory Deleuze; Filip Nuyens; Lucien Rochat; Stéphane Rothen; Pierre Maurage; Joël Billieux
Journal:  J Behav Addict       Date:  2017-11-13       Impact factor: 6.756

7.  The immediate and long-term effects of time perspective on Internet gaming disorder.

Authors:  Kateřina Lukavská
Journal:  J Behav Addict       Date:  2018-01-09       Impact factor: 6.756

8.  Ten myths and twenty years: What we know and what we still do not know about work addiction.

Authors:  Bernadette Kun
Journal:  J Behav Addict       Date:  2018-12-13       Impact factor: 6.756

9.  Precise estimates of gaming-related harm should guide regulation of gaming.

Authors:  Vladan Starcevic; Joël Billieux
Journal:  J Behav Addict       Date:  2018-06-13       Impact factor: 6.756

10.  Policy responses to problematic video game use: A systematic review of current measures and future possibilities.

Authors:  Orsolya Király; Mark D Griffiths; Daniel L King; Hae-Kook Lee; Seung-Yup Lee; Fanni Bányai; Ágnes Zsila; Zsofia K Takacs; Zsolt Demetrovics
Journal:  J Behav Addict       Date:  2017-09-01       Impact factor: 6.756

View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.