Literature DB >> 29522932

Passion or addiction? Correlates of healthy versus problematic use of videogames in a sample of French-speaking regular players.

Jory Deleuze1, Jiang Long2, Tie-Qiao Liu3, Pierre Maurage4, Joël Billieux5.   

Abstract

A criticism of current diagnostic approaches to gaming disorder is that they fail to take into account that high and repeated engagement is not problematic per se, nor is it necessarily associated with adverse consequences. To tackle this controversy, we used Confirmatory Factor Analysis (CFA) to test, in regular gamers (N = 268), whether high (but healthy) engagement can be distinguished from problematic engagement by using the Addiction-Engagement Questionnaire (Charlton & Danforth, 2007). We then tested whether differential relationships exist between the engagement and addiction constructs, DSM-5 criteria for Internet gaming disorder (IGD), and psychological factors linked to gaming use and misuse (self-reported impulsivity, motives to play, and depression). Results indicated that a model holding engagement and addiction as two distinct, but related, constructs fits the data well. Second, we showed that although both constructs are linked to the number of IGD criteria endorsed, the relationship is more pronounced for the addiction construct. Third, a differential pattern of correlations was observed with the other study variables, further supporting the need to distinguish the two constructs. Our study emphasizes that research is needed to refine the diagnostic approach to gaming disorder to avoid conflating healthy passion with pathological behavior.
Copyright © 2018 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Addiction; Engagement; Internet gaming disorder; Online gaming

Mesh:

Year:  2018        PMID: 29522932     DOI: 10.1016/j.addbeh.2018.02.031

Source DB:  PubMed          Journal:  Addict Behav        ISSN: 0306-4603            Impact factor:   3.913


  12 in total

1.  Contextualising video game engagement and addiction in mental health: the mediating roles of coping and social support.

Authors:  Clara E Moge; Daniela M Romano
Journal:  Heliyon       Date:  2020-11-16

Review 2.  Managing Problematic Usage of the Internet and Related Disorders in an Era of Diagnostic Transition: An Updated Review.

Authors:  Bernardo Dell'Osso; Ilaria Di Bernardo; Matteo Vismara; Eleonora Piccoli; Federica Giorgetti; Laura Molteni; Naomi A Fineberg; Calogero Virzì; Henrietta Bowden-Jones; Roberto Truzoli; Caterina Viganò
Journal:  Clin Pract Epidemiol Ment Health       Date:  2021-07-14

3.  The relationship between mental well-being and dysregulated gaming: a specification curve analysis of core and peripheral criteria in five gaming disorder scales.

Authors:  Nick Ballou; Antonius J Van Rooij
Journal:  R Soc Open Sci       Date:  2021-05-26       Impact factor: 2.963

4.  Seeing the forest through different trees: A social psychological perspective of work addiction.

Authors:  István Tóth-Király; Beáta Bőthe; Gábor Orosz
Journal:  J Behav Addict       Date:  2018-12-17       Impact factor: 6.756

5.  Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers.

Authors:  Maria Di Blasi; Alessandro Giardina; Cecilia Giordano; Gianluca Lo Coco; Crispino Tosto; Joel Billieux; Adriano Schimmenti
Journal:  J Behav Addict       Date:  2019-02-11       Impact factor: 6.756

6.  Maladaptive Personality Functioning and Psychopathological Symptoms in Problematic Video Game Players: A Person-Centered Approach.

Authors:  Alessandro Musetti; Tiziana Mancini; Paola Corsano; Gianluca Santoro; Maria Clara Cavallini; Adriano Schimmenti
Journal:  Front Psychol       Date:  2019-11-19

7.  Gaming among Children and Adolescents during the COVID-19 Lockdown: The Role of Parents in Time Spent on Video Games and Gaming Disorder Symptoms.

Authors:  Maria Anna Donati; Cristiana Alessia Guido; Giuliano De Meo; Alberto Spalice; Francesco Sanson; Carola Beccari; Caterina Primi
Journal:  Int J Environ Res Public Health       Date:  2021-06-21       Impact factor: 3.390

8.  Effect of Pokémon Go on Self-Harm Using Population-Based Interrupted Time-Series Analysis: Quasi-Experimental Study.

Authors:  Rosa Sze Man Wong; Frederick Ka Wing Ho; Keith Tsz Suen Tung; King-Wa Fu; Patrick Ip
Journal:  JMIR Serious Games       Date:  2020-06-12       Impact factor: 4.143

9.  A casino in my pocket: Gratifications associated with obsessive and harmonious passion for mobile gambling.

Authors:  Eoin Whelan; Samuli Laato; A K M Najmul Islam; Joël Billieux
Journal:  PLoS One       Date:  2021-02-24       Impact factor: 3.240

10.  Diagnostic Contribution of the DSM-5 Criteria for Internet Gaming Disorder.

Authors:  Tao Luo; Dan Wei; Jiangfan Guo; Maorong Hu; Xuelin Chao; Yan Sun; Qian Sun; Shuiyuan Xiao; Yanhui Liao
Journal:  Front Psychiatry       Date:  2022-01-05       Impact factor: 4.157

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