| Literature DB >> 29280953 |
Mi Jung Rho1,2, Hyeseon Lee3, Taek-Ho Lee4, Hyun Cho5,6, Dong Jin Jung7,8, Dai-Jin Kim9,10, In Young Choi11,12.
Abstract
Background: Understanding the risk factors associated with Internet gaming disorder (IGD) is important to predict and diagnose the condition. The purpose of this study is to identify risk factors that predict IGD based on psychological factors and Internet gaming characteristics;Entities:
Keywords: Behavioral Inhibition System/Behavioral Activation System (BIS/BAS); Brief Self-Control Scale (BSCS); Diagnostic and Statistical Manual for Mental Disorders (DSM-5); Dickman Impulsivity Inventory-Short Version (DII); Symptom Checklist-90-Revised (SCL-90-R); internet gaming disorder
Mesh:
Year: 2017 PMID: 29280953 PMCID: PMC5800139 DOI: 10.3390/ijerph15010040
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Criteria and score in the AUDIT and the FTND tests.
| AUDIT Test | FTND Test | |||
|---|---|---|---|---|
| Category | Male | Female | ||
| Score | Category | Score | ||
| Normal drinker | ≤9 | ≤5 | Low risk | ≤3 |
| Mild-to-moderate drinker | 10~19 | 6~9 | Intermediate risk | 4~6 |
| Heavy drinker | ≥20 | ≥10 | High risk | ≥7 |
Description of Internet gaming characteristics and psychological factors.
| Variables | # of Items | |
|---|---|---|
| Demographic characteristics | Gender, age, job | 3 |
| AUDIT-K | 10 | |
| FTND | 6 | |
| Internet gaming characteristics | Money spent on gaming (/month), Weekday game time (/day), | 7 |
| Psychological factors | DII | 12 |
| BSCS | 13 | |
| SCL depression | 13 | |
| SCL anxiety | 10 | |
| BIS | 7 | |
| BAS reward responsiveness | 5 | |
| BAS drive | 4 | |
| BAS fun seeking | 4 | |
AUDIT-K: Alcohol Use Disorder Identification Test; FTND: Fagerström Test for Nicotine Dependence; DII: Dickman Impulsivity Inventory-Short Version; BSCS: Brief Self-Control Scale; SCL: Symptom Checklist; BIS: behavioral inhibition system; BAS: behavioral activation system.
Participants’ characteristics.
| Variables | Total | IGD Group | Control Group | Chi-Square ( | |
|---|---|---|---|---|---|
| Gender | Mal | 2036 (57.1) | 290 (60.3) | 1746 (56.6) | 2.36 (0.124) |
| Female | 1532 (42.9) | 191 (39.7) | 1341 (43.4) | ||
| Age | 20–29 years | 1259 (35.3) | 170 (35.3) | 1089 (35.3) | 0.43 (0.808) |
| 30–39 years | 1559 (43.7) | 215 (44.7) | 1344 (43.5) | ||
| 40–49 years | 750 (21.0) | 96 (20.0) | 654 (21.2) | ||
| Education | High school graduate or less | 1053 (29.5) | 134 (27.9) | 919 (29.8) | 0.76 (0.683) |
| College graduate | 2130 (59.7) | 295 (61.3) | 1835 (59.4) | ||
| Graduate school | 385 (10.8) | 52 (10.8) | 333 (10.8) | ||
| Job | Office worker, et al. 1 | 2418 (67.8) | 334 (69.4) | 2084 (67.5) | 0.86 (0.835) |
| Student | 535 (15.0) | 67 (13.9) | 468 (15.2) | ||
| etc. | 217 (6.1) | 27 (5.6) | 190 (6.2) | ||
| Unemployed/housewife | 398 (11.2) | 53 (11.0) | 345 (11.2) | ||
| Marital status | Couple 2 | 1867 (52.3) | 241 (50.1) | 1626 (52.7) | 1.10 (0.294) |
| Single 2 | 1701 (47.7) | 240 (49.9) | 1461 (47.3) | ||
| Income level | Low | 1567 (43.9) | 219 (45.5) | 1348 (43.7) | 3.52 (0.172) |
| Middle | 1557 (43.6) | 193 (40.1) | 1364 (44.2) | ||
| High | 444 (12.4) | 69 (14.3) | 375 (12.2) | ||
| Total | 3568 (100) | 481 (13.5) | 3087 (86.5) | ||
1 Office worker et al.: office worker, administrative position, service industry, professional technician and production employee; 2 Single: never married, divorced, separated or widowed, Couple: married or living with a partner; IGD: Internet gaming disorder.
Internet gaming characteristics.
| Variables | Total | IGD Group | Normal Group | Test Statistics ( | |
|---|---|---|---|---|---|
| Game club membership | No | 2198 (61.6) | 203 (42.2) | 1995 (64.6) | 88.45 (<0.001) |
| Yes | 1370 (38.4) | 278 (57.8) | 1092 (35.4) | ||
| Game playing | Playing one game intensively | 2098 (58.8) | 302 (62.8) | 1796 (58.2) | 3.65 (0.056) |
| Playing various games | 1470 (41.2) | 179 (37.2) | 1291 (41.8) | ||
| Game venue | Home | 2748 (77.0) | 366 (76.1) | 2382 (77.2) | 32.85 (<0.001) |
| Gaming Internet cafe | 400 (11.2) | 84 (17.5) | 316 (10.2) | ||
| Others 1 | 420 (11.8) | 31 (6.4) | 389 (12.6) | ||
| Game device | PC | 1424 (39.9) | 255 (53.0) | 1169 (37.9) | 42.39 (<0.001) |
| Console | 63 (1.8) | 11 (2.3) | 52 (1.7) | ||
| Mobile device 2 | 2080 (58.3) | 215 (44.7) | 1865 (60.4) | ||
| Game partner | Alone | 2593 (72.7) | 321 (66.7) | 2272 (73.6) | 14.07 (0.003) |
| Family | 169 (4.7) | 20 (4.2) | 149 (4.8) | ||
| Friends | 280 (7.9) | 52 (10.8) | 228 (7.4) | ||
| Online partner | 526 (14.7) | 88 (18.3) | 438 (14.2) | ||
| Self-perceptions of addictiveness | Not at all | 203 (5.7) | 19 (4.0) | 184 (6.0) | 85.69 (<0.001) |
| A little | 1077 (30.2) | 90 (18.7) | 987 (32.0) | ||
| Much | 1979 (55.5) | 285 (59.3) | 1694 (54.9) | ||
| Very much | 309 (8.7) | 87 (18.1) | 222 (7.2) | ||
| Offline game club attendance | Not attend | 2469 (69.2) | 205 (42.6) | 2264 (73.3) | 185.63 (<0.001) |
| Sometimes | 1032 (28.9) | 256 (53.2) | 776 (25.1) | ||
| Very often | 67 (1.9) | 20 (4.2) | 47 (1.5) | ||
| Onset of Internet game | Under middle school | 842 (23.6) | 122 (25.4) | 720 (23.3) | 11.42 (0.009) |
| Middle or high school | 882 (24.72) | 142 (29.5) | 740 (24.0) | ||
| After graduating high school | 1056 (29.6) | 131 (27.2) | 925 (30.0) | ||
| 30s or 40s | 788 (22.09) | 86 (17.9) | 702 (22.7) | ||
| Gaming time/day | Weekdays | 2.09 | 2.85 | 1.97 | 7.21 (<0.001) |
| Weekends and holidays | 3.08 | 4.12 | 2.92 | 7.19 (<0.001) | |
| Maximum | 4.07 | 5.93 | 3.78 | 6.30 (<0.001) | |
| Money spent on gaming/month | $13.76 | $31.36 | $11.02 | 8.23 (<0.001) | |
Time unit: hours, the exchange rate for Korean won to the U.S. dollar is 1100.00 won (September 2016), t-statistics for continuous variable, and chi-square value for categorical variables. 1 Others: School, play station room, the outside including bus, substation; 2 Mobile device: Smartphone and Tablet.
Risk factors predicting IGD.
| Variables | Estimate (SE) | OR 95% CI | |||
|---|---|---|---|---|---|
| Intercept | −5.452 (0.602) |
| |||
| Gender | 0.023 (0.139) | 0.869 | 1.023 (0.779–1.344) | ||
| Age | 0.138 | 0.090 | 0.125 | 1.148 (0.962–1.37) | |
| Job | Office worker, et al. 1 | −0.167 | 0.193 | 0.387 | 0.846 (0.579–1.236) |
| Student | −0.017 | 0.248 | 0.944 | 0.983 (0.604–1.599) | |
| etc. | −0.260 | 0.291 | 0.373 | 0.771 (0.436–1.365) | |
| AUDIT | Normal drinker | −0.136 | 0.163 | 0.404 | 0.873 (0.634–1.201) |
| Mild-to-moderate drinker | −0.313 | 0.166 | 0.059 | 0.731 (0.528–1.012) | |
| Heavy drinker | 0.171 | 0.161 | 0.289 | 1.186 (0.865–1.626) | |
| FTND | Low | −0.201 | 0.171 | 0.240 | 0.818 (0.585–1.144) |
| Intermediate | 0.177 | 0.195 | 0.362 | 1.194 (0.815–1.748) | |
| High | 0.358 | 0.307 | 0.243 | 1.431 (0.784–2.611) | |
| Money spent on gaming *** | 0.005 | 0.002 | <0.001 *** | 1.005 (1.002–1.008) | |
| Weekday game time *** | 0.078 | 0.027 | 0.003 *** | 1.081 (1.026–1.139) | |
| Weekend game time | 0.004 | 0.019 | 0.843 | 1.004 (0.968–1.041) | |
| Game device | PC | 0.160 | 0.132 | 0.224 | 1.174 (0.907–1.519) |
| Console | 0.239 | 0.413 | 0.563 | 1.270 (0.565–2.853) | |
| Game venue | Home | 0.324 | 0.217 | 0.135 | 1.383 (0.905–2.114) |
| Gaming Internet cafe | 0.282 | 0.270 | 0.296 | 1.326 (0.781–2.25) | |
| Offline game club attendance *** | 0.723 | 0.130 | <0.001 *** | 2.060 (1.597–2.658) | |
| Game club membership status ** | 0.332 | 0.125 | 0.008 ** | 1.393 (1.09–1.78) | |
| DII *** | 0.129 | 0.022 | <0.001 *** | 1.138 (1.09–1.188) | |
| BSCS ** | 0.034 | 0.012 | 0.006 ** | 1.034 (1.01–1.059) | |
| SCL Depression | −0.008 | 0.012 | 0.496 | 0.992 (0.968–1.016) | |
| SCL Anxiety *** | 0.082 | 0.015 | <0.001 *** | 1.086 (1.054–1.118) | |
| BIS | −0.031 | 0.025 | 0.215 | 0.969 (0.923–1.018) | |
| BAS reward responsiveness | 0.005 | 0.039 | 0.908 | 1.005 (0.93–1.085) | |
| BAS drive * | 0.100 | 0.041 | 0.015 * | 1.105 (1.02–1.198) | |
| BAS fun seeking | −0.063 | 0.042 | 0.133 | 0.939 (0.865–1.019) | |
SE: standard error; * p < 0.1, ** p < 0.05, *** p < 0.01; 1 Office worker, et al.: office worker, administrative position, service industry, professional technician and Production employee.