| Literature DB >> 30572652 |
Olatz Lopez-Fernandez1,2,3.
Abstract
The field of technological behavioural addictions is moving towards specific problems (i.e., gaming disorder). However, more evidence of generalised versus specific Internet use-related addiction problems (generalised pathological Internet use (GPIU) vs. specific pathological Internet use (SPIU)) is still needed. This mixed methods study aimed to disentangle GPIU from SPIU. A partially mixed sequential equal status study design (QUAN→QUAL) was undertaken. First, through an online survey, which adapted the compulsive Internet use scale (CIUS) for three types of problems (i.e., generalised Internet use, and specific online gaming and social networking). Second, potential problem users' perceptions of the evolution of these problems (aetiology, development, consequences, and factors) were ascertained, through semi-structured interviews, together with their opinion on present Internet gaming disorder (IGD) criteria adapted to each problem studied. Findings showed the CIUS remains valid and reliable for GPIU and SPIUs examined; a prevalence between 10.8% and 37.4% was estimated for potential at-risk problem gamers and Internet users, respectively, who reported their preference for maintaining their virtual lives. Half of the sample had a risk of a unique or mixed profile of these problems. Moreover, device patterns, gender, and age issues emerged, such as problem gamers being proportionally equal male and female young or middle-aged adults. GPIU was highly associated with problem social networking use, and weakly with problematic gaming, but both SPIUs were independent. Concerning addictive symptoms, salience, deception, and tolerance required redefinition, especially for SPIUs, while better-valued IGD criteria applied to GPIU and SPIUs were: Risk relationships or opportunities, give up other activities, withdrawal, and continue despite problems. Thus, although problems studied are present as risk behaviours, SPIUs seem to cover the addictive symptomatology in those categorised as potential problem users, online gaming being the most severe behavioural addiction problem.Entities:
Keywords: Internet addiction; behavioural addictions; gaming disorder; generalised versus specific problem Internet uses; mixed methods research; social networking
Mesh:
Year: 2018 PMID: 30572652 PMCID: PMC6313434 DOI: 10.3390/ijerph15122913
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Evolution of global Information and Communication Technologies (ICT) from 2001 to 2017 (according to the International Telecommunication Union [ITU] World Telecommunications and its ICT indicators database).
Figure 2Evolution of Internet use-related addiction problems from 1995 to 2017 (according to the ProQuest Central databases on Medicine, Psychology, and Public Health). Note: The diagrams of bars are ordered from left to right as follow: Internet addiction, problematic gaming, and problematic social networking.
Comparison of components, criteria, criterions in GPIUs and SPIUs proposals.
| Components/Criteria | Subcomponents/Criterions | GPIU (Addiction; Griffiths, 2005 [ | GPIU (Internet addiction; Tao et al., 2010 [ | SPIU (IGD; APA, 2013 [ | SPIU (online gaming; Charlton & Danforth, 2007 [ | GPIU (CIUS; Meerkerk, Van Den Eijnden, Vermulst, & Garretsen, 2009 [ |
|---|---|---|---|---|---|---|
| Salience [ | Cognitive salience [ | When the activity becomes the most important thing and dominates person’s thinking, feelings, and behaviours | A strong thinking ongoing online | Do you spend a lot of time thinking about games even when you are not playing, or planning when you can play next? | I rarely think about playing when I am not using a computer | 6. Do you think about the Internet, even when not online? |
| Behavioural salience [ | I often fail to get enough sleep/miss meals because of playing | 4. Do you prefer to use the Internet instead of spending time with others (e.g., partner, children, parents)? | ||||
| Mood modification [ | Manage tension | Subjective experience as a consequence of engaging in the activity to increase or decrease tension to escape, or disconnect | Being online to escape or being relieved | Do you lie to family, friends or others about how much you game, or try to keep your family or friends from knowing how much you game? | I often experience a buzz of excitement while playing | 12. Do you go on the Internet when you are feeling down? |
| To escape or relieve | Do you game to escape from or forget about personal problems, or to relieve uncomfortable feelings, such as guilt, anxiety, helplessness or depression? | 13. Do you use the Internet to escape from your sorrows or get relief from negative feelings? | ||||
| Tolerance [ | The need to increase amounts of the activity to achieve the preceding pleasant effects | Marked increase in online use to achieve satisfaction | Do you feel the need to play for increasing amounts of time, play more exciting games, or use more powerful equipment to get the same amount of excitement you used to get? | I tend to want to spend increasing amounts of time playing | ||
| Withdrawal [ | Unpleasant feeling states or physical effects when the activity is reduced or stopped | Dysphoric mood, anxiety, or boredom after days without online activity | Do you feel restless, irritable, moody, angry, anxious or sad when attempting to cut down or stop gaming, or when you are unable to play? | When I am not playing, I often feel agitated | 14. Do you feel restless, frustrated, or irritated when you cannot use the Internet? | |
| Conflict [ | Intrapersonal [ | Conflicts from within the individual themselves | Do you lose interest in or reduce participation in other recreational activities (hobbies, meetings with friends) due to gaming? | My social life/work has sometimes suffered because of my playing | 8. Do you think you should use the Internet less often? | |
| Interpersonal [ | Conflicts between the addict and those around them | Online use substitutes (e.g., hobbies) | Arguments have sometimes arisen at home because of the time I spend playing | 3. Do others (e.g., partner, children, parents) say you should use the Internet less? | ||
| Relapse [ | Tendency for repeated reversions to earlier patterns of the activity to be quickly restored after time of abstinence or control | I have made unsuccessful attempts to reduce the time I spend playing | ||||
| Persistent desire and difficulty to control it [ | Not being able to maintain a regular online usage pattern | Do you feel that you should play less, but are unable to cut back on the amount of time you spend playing games? | 1. Do you find it difficult to stop using the Internet when you are online? | |||
| Continued use disregarding harmful consequences [ | Being online even causing psychological or physical harm to oneself | Do you continue to play games even though you are aware of negative consequences, such as not getting enough sleep, being late to school/work, spending too much money, having arguments with others, or neglecting important duties? |
Note: GPIU = Generalised Problematic Internet Use; SPIU = Specific Problematic Internet Use; IGD = Internet Gaming Disorder; APA = American Psychiatric Association; CIUS = Compulsive Internet Use Scale.
Descriptive, reliability, and correlation matrix across all adaptations for the CIUS.
| CIUS Adaptations | |||||
|---|---|---|---|---|---|
| Scale Adaptations | Descriptive | Cronbach alpha | CIUS | CIUS–G | CIUS–SNS |
|
| 14.63(10.10); 0–56 | 0.90 | - | ||
|
| 4.78(8.97); 0–51 | 0.95 | 0.22 ** | - | |
|
| 11.63(10.79); 0–56 | 0.93 | 0.59 ** | −0.02 | - |
Note: CIUS: Compulsive Internet use scale; CIUS–G: CIUS for gaming; CIUS–SNS: CIUS for social networking sites; M: Mean; SD: Standard deviation; ** p < 0.01.
Figure 3Scree plots from the original CIUS (GPIU), the adaptation for gaming (CIUS–G; SPIU1), and the adaptation for social networking (CIUS–SNS; SPIU2); in the y axis the eigenvalues, and in the x axis the component numbers.
Item analysis: descriptive, correlation item per total correlation, and factor loadings across all adaptations for the CIUS.
| Items | Descriptive | Correlation Item-Total Correlation Per CIUS Adaptations | Factor Loading Per CIUS Adaptations | ||||||
|---|---|---|---|---|---|---|---|---|---|
| CIUS | CIUS–G | CIUS–SNS | CIUS | CIUS–G | CIUS–SNS | CIUS | CIUS–G | CIUS–SNS | |
|
| 1.98(1.267) | 0.66(1.159) | 1.84(1.372) | 0.60 | 0.79 | 0.71 | 0.67 | 0.82 | 0.76 |
|
| 1.84(1.354) | 0.52(1045) | 1.73(1.468) | 0.65 | 0.76 | 0.74 | 0.71 | 0.79 | 0.79 |
|
| 0.80(1.089) | 0.27(0.765) | 0.78(1.131) | 0.46 | 0.63 | 0.61 | 0.53 | 0.69 | 0.67 |
|
| 0.90(1.003) | 0.31(0.768) | 0.63(0.945) | 0.56 | 0.75 | 0.52 | 0.63 | 0.78 | 0.58 |
|
| 1.07(1.147) | 0.28(0.750) | 0.79(1.094) | 0.57 | 0.68 | 0.64 | 0.64 | 0.73 | 0.69 |
|
| 0.99(1.045) | 0.29(0.716) | 1.06(1.087) | 0.56 | 0.74 | 0.67 | 0.63 | 0.79 | 0.72 |
|
| 1.16(1.107) | 0.39(0.863) | 1.00(1.103) | 0.56 | 0.80 | 0.64 | 0.64 | 0.84 | 0.70 |
|
| 1.33(1.187) | 0.39(0.872) | 1.39(1.321) | 0.59 | 0.75 | 0.65 | 0.66 | 0.79 | 0.71 |
|
| 0.78(1.017) | 0.22(0.615) | 0.82(1.094) | 0.63 | 0.64 | 0.62 | 0.70 | 0.69 | 0.68 |
|
| 1.01(1.090) | 0.29(0.739) | 0.84(1.107) | 0.66 | 0.78 | 0.69 | 0.72 | 0.83 | 0.75 |
|
| 1.07(1.175) | 0.28(0.718) | 0.89(1.137) | 0.63 | 0.74 | 0.64 | 0.70 | 0.79 | 0.69 |
|
| 2.05(1.240) | 0.57(1.095) | 1.69(1.419) | 0.60 | 0.79 | 0.71 | 0.67 | 0.82 | 0.75 |
|
| 1.54(1.304) | 0.41(0.943) | 1.18(1.318) | 0.59 | 0.72 | 0.65 | 0.66 | 0.76 | 0.71 |
|
| 1.20(1.172) | 0.23(0.657) | 0.91(1.132) | 0.51 | 0.69 | 0.67 | 0.85 | 0.74 | 0.73 |
Note: CIUS: Compulsive Internet use scale; CIUS–G: CIUS for gaming; CIUS–SNS: CIUS for social networking sites; M: Mean; SD: Standard deviation.
Descriptive and correlation across all validated adaptations for the CIUS in relation to time.
| Scales and Descriptive | Days Per Week (Weekly Frequency) | Minutes Per Day in a Weekly Day | Minutes Per Day in a Weekend Day | ||||||
|---|---|---|---|---|---|---|---|---|---|
| Computers | Tablets | Phones | Computers | Tablets | Phones | Computers | Tablets | Phones | |
|
| 0.18 ** | 0.08 | 0.09 | 0.37 ** | 0.25 ** | 0.24 ** | 0.39 ** | 0.28 ** | 0.21 ** |
|
| 0.14 ** | 0.2 7 ** | 0.07 | 0.27 ** | 0.26 ** | 0.05 | 0.22 ** | 0.21 ** | 0.02 |
|
| 0.09 | −0.02 | 0.21 ** | 0.11 * | 0.08 | 0.35 ** | 0.22 ** | 0.13 | 0.37 * |
|
| 6.17(1.62) | 3.87(2.80) | 4.62(2.98) | 118.71(93.45) | 46.10(64.99) | 82.70(116.08) | 183.91(200.53) | 68.16(100.13) | 90.99(124.45) |
Note: Weekly Day: from Monday to Friday; Weekend Day: from Saturday to Sunday; CIUS: Compulsive Internet use scale; CIUS–G: CIUS for gaming; CIUS–SNS: CIUS for social networking sites; r: r Pearson (correlation); M: Mean; SD: Standard deviation; * p < 0.05; ** p < 0.01.
Item and symptoms from potential problem users: descriptive, and frequency of endorsement across all adaptations for the CIUS.
| Item Number, Symptom | Descriptive | Endorsement | ||||
|---|---|---|---|---|---|---|
| CIUS | CIUS–G | CIUS–SNS | CIUS ( | CIUS–G ( | CIUS–SNS ( | |
|
| 2.86(0.942) | 2.86(1.02) | 3.08(0.924) | 114(64.8) | 34(66.7) | 112(73.2) |
|
| 2.91(0.987) | 2.59(1.134) | 3.07(0.926) | 124(70.5) | 28(54.9) | 113(73.9) |
|
| 1.48(1.214) | 1.55(1.301) | 1.73(1.262) | 31(17.6) | 12(23.5) | 38(24.8) |
|
| 1.53(1.008) | 1.82(0.974) | 1.25(1.079) | 26(14.8) | 11(21.6) | 18(11.8) |
|
| 1.85(1.162) | 1.59(1.236) | 1.67(1.261) | 43(24.4) | 13(25.5) | 41(26.8) |
|
| 1.70(1.039) | 1.71(1.082) | 2.04(0.973) | 39(22.2) | 9(17.6) | 46(30.1) |
|
| 1.9(1.057) | 2.18(1.072) | 1.94(1.04) | 52(29.5) | 19(37.3) | 41(26.8) |
|
| 2.19(1.082) | 2.02(0.99) | 2.46(1.088) | 68(38.6) | 14(27.5) | 77(50.3) |
|
| 1.56(1.057) | 1.20(1.077) | 1.70(1.181) | 29(16.5) | 7(13.7) | 37(24.2) |
|
| 1.86(1.073) | 1.80(1.114) | 1.85(1.146) | 52(29.5) | 13(25.5) | 43(28.1) |
|
| 1.97(1.146) | 1.67(1.089) | 1.82(1.227) | 53(30.1) | 12(23.5) | 40(26.1) |
|
| 2.92(0.977) | 2.59(1.268) | 2.95(1.022) | 124(70.5) | 30(58.8) | 113(73.9) |
|
| 2.48(1.181) | 2.12(1.291) | 2.30(1.22) | 97(55.1) | 20(39.2) | 67(43.8) |
|
| 1.89(1.175) | 1.43(1.171) | 1.90(1.134) | 55(31.3) | 11(21.6) | 47(30.7) |
Note: CIUS: Compulsive Internet use scale; CIUS–G: CIUS for gaming; CIUS–SNS: CIUS for social networking sites; M: Mean; SD: Standard deviation; f i: frequency; % is valid percentage; n: Subsample size; and item 5 was moved from ‘Loss of control’ [39] to Conflict by the author, for this reason has been classed as Core symptom [25].
Participant sociodemographic characteristics and potential problem online uses.
| Pseudonyms | Variables | |||||
|---|---|---|---|---|---|---|
| Gender | Age | Civil Status | CIUS | CIUS–G | CIUS–SNS | |
| Leia | Female | 31 | Partner |
|
| 17 |
| Moira | Female | 20 | Single |
| 5 |
|
| Aneka | Female | 20 | Partner |
| 14 |
|
| Victor | Male | 20 | Single |
|
|
|
| Elektra | Female | 35 | Divorced |
| 5 | 8 |
| Carol | Female | 21 | Partner | 13 |
| 19 |
| Scarlet | Female | 18 | Single | 8 | 0 |
|
| Martin | Male | 19 | Partner | 9 |
| 4 |
Note: CIUS: Compulsive Internet use scale; CIUS–G: CIUS for Gaming; CIUS–SNS: CIUS for Social networking sites; numbers in bold are the scores above the cut-off in each CIUS adaptation as potential problems.
Superordinate and subordinate themes about the aetiology of the SPIUs studied, together with a few quotations (adapted from French to English) as illustration.
| Theme | Subthemes | ||
|---|---|---|---|
| CIUS–G | CIUS–SNS | ||
| Causes | Individual facet | ‘I started to be a gamer at the same time I started at the university. It is quite usual in people who like technologies to have online hobbies, as we have difficulties communicating with other people; games could be an escape’ (Leia) | ‘In the game, when you win you feel you are valorised; on Facebook, you only see positive things and this makes people feel positive, as it is easier to see someone through Facebook than call him or her’ (Elektra) |
| Social facet | ‘What makes me play more and more is playing online with those I know, to compete among us’ (Victor) | ‘It is the wish to share; as sharing your emotions. Above all when there is good news you share it through Facebook’ (Moira) | |
| Contextual facet | ‘Gaming can increase if there is a lot of free time, studying at university or being unemployed. Also because external relations are difficult, at school, friendships and above all in the family’ (Leia) | ‘With all technologies around us, you feel the obligation to be connected all the time, to know what is happening’ (Moira) | |
Note: CIUS–G: Compulsive Internet use scale for gaming; CIUS–SNS: CIUS for social networking sites; MMORPG: massively multiplayer online role-playing games; MOBA: multiplayer online battle arena.
Superordinate and subordinate themes about the development (i.e., addictive symptomatology) of the GPIU and SPIUs studied, together with a few quotations (adapted from French to English) as illustration.
| Theme | Subthemes | Quotes | ||
|---|---|---|---|---|
| CIUS | CIUS–G | CIUS–SNS | ||
| Development (addictive symptoms) | Salience | ‘If you have a need, such as looking for a job, and you always have your smartphone with you, you could get obsessive about checking the Internet continuously. You are in your own world. If I am not checking it, I think I am losing opportunities’ (Aneka) | ‘Gaming is excessive when it is a priority. Years ago, I felt I needed to play when I was going out with others, and I realised I had a problem. It is not a question of time playing. It is about when you cannot be without gaming, and there is no Internet. For instance, a gamer will take public transport for hours until finding a place with Internet to play video games. The gamer substitutes going out with friends for video gaming, and gamers are always connected even through a smartphone’ (Carol) | ‘In the SNS we think of other things, to free our minds of negative feelings’ (Moira) |
| Mood modification | ‘If I am sad, I watch an online series or films to cheer up, which sometimes is better than gaming’ (Carol) | ‘I integrate myself in the story and into a character of an MMORPG to disconnect with reality. When you have had a stressed day, your reward is gaming. As I made an effort, I have the right to escape; it is very relaxing’ (Carol) | ‘You go to Facebook to look for something to cheer you up’ (Moira) | |
| Tolerance | ‘The feelings of success and gratification could be a stimulus that makes us think of the game and makes us feel well, and produces the wish to play’ (Carol) | ‘It is the need to look into other’s lives. It is about being jealous, to posting pictures, messages, and to observing reactions through the numbers of likes and comments we receive, as these reinforce you’ (Elektra) | ||
| Withdrawal | ‘Ten years ago, I had to play games on my computer. If I couldn’t, I was frustrated; it was emotionally automatic. I had only one desire: to enter the game and play’ (Leia) | |||
| Conflict (intrapersonal and interpersonal) | ‘Problematic use is when the use of the Internet is affecting the family or the couple. Or if it is affecting sleep, work, or social life’ (Elektra) | ‘I was gaming in class sessions, when I came back home I spent whole nights on my computer gaming. I could play 15 or 16 hours per day, but other people left or hindered their studies or jobs, or had conflicts with their partners’ (Leia) | ‘When I am online too much, without sleeping and with troubles in my daily life, I have observed others like me have real problems with their studies, with both games and SNS’ (Moira) | |
| Relapse | ‘If you want to leave a game such as a FPS, the group require you to return to maintain the same number of gamers in the teams as before. If not, they need to look for other gamers who are not so good. It is like a team sport, we have microphones, it is not simply a game, and it is another dimension. It is about speaking, planning strategies, indeed it is a world that we develop for a long time. Thus, when dates are fixed it is too restrictive’ (Victor) | |||
| Difficulty to control it | ‘When I come home, I connect myself to Facebook from 5 to 10 or 11 pm, and if I cannot sleep, I use the Internet’ (Aneka) | ‘Each new version of an RPG causes an increment of gamers and game play again. These are persistent worlds and being in one country or another does not change anything’ (Leia) | ‘When I play with my partner, he cannot stop gaming if he is not winning. It is a fact of being successful, to have a goal. When a gamer develops an addiction, I think it is because they are attached to a world which is not real life. This is different from SNS users who are overly connected with real life. Gaming and SNS are really different’ (Moira) | |
| Continued use disregard | ‘I passed hours gaming even when my eyes hurt’ (Martin) | |||
| Deceive | ‘I had an alternative life; it is like private groups in Facebook, but in the game, and we are constantly in communication through software. We have the impression of living a double life, we do not speak about our real lives in the game, because people ask questions and judge us. It is a secret double life, it is a habit, like a drug’ (Leia) | |||
Note: CIUS: Compulsive Internet use scale; CIUS–G: CIUS for gaming; CIUS–SNS: CIUS for social networking sites; MMORPG: massively multiplayer online role-playing games; RPG: role-playing games; FPS: first-person shooter.
Superordinate and subordinate themes about the consequences of the GPIU and SPIUs studied, together with a few quotations (adapted from French to English) as illustration.
| Theme | Subthemes | ||
|---|---|---|---|
| CIUS–G | CIUS–SNS | ||
| Consequences | Positive | ‘I play for the strategy, the research, the challenge, the learning through connections of things. We get into to a story and this promotes your memory, intelligence, and the capacity to maintain attention and quickly answer, to plan and foresee consequences, to adapt yourself. We are less confined in a virtual world and we could see and live more and differently than in real life’ (Leia) | ‘Facebook could be a place to meet with my partner, to communicate or play games. I need to maintain this bond daily to maintain our news’ (Moira) |
| Negative | ‘Gaming is addictive without knowing exactly why. The people around you or your financial situation will not stop you, only the circumstances such as the professional world, physical problems, and a partner if he or she is not a gamer. Gamers can be confined and isolated; some of them have lost courses, jobs, partners; it can be dramatic’ (Leia) | ‘Playing games excessively is a step out of reality; they should go outdoors more, as SNS users usually do’ (Moira) | |
| Neutral | ‘Gaming is for curiosity, for enjoyment; gaming makes you happy; it does not always affect your real life’ (Carol) | ‘I am also very curious about newsfeeds’ (Moira) |
Note: CIUS–G: Compulsive Internet use scale for gaming; CIUS–SNS: CIUS for social networking sites.
Superordinate and subordinate themes about the prevention of the GPIU and SPIUs studied, together with a few quotations (adapted from French to English) as illustration.
| Theme | Subthemes | Quotes | ||
|---|---|---|---|---|
| CIUS | CIUS–G | CIUS–SNS | ||
| Prevention | Risk factors | ‘A close friend lost a relative, and he was gaming between 5-6 hours per day, plus watching online series, which affected his studies. It was to compensate for the loss. Now he has reduced his gaming and we do other things’ (Carol) | ‘I had a growing crisis in my adolescence; I had to detach from my family, and I could not do it physically, only through the games. I discovered another world and friends’ (Carol) | ‘A trauma could encourage you to stay behind the computer’ (Moira) |
| Protective factors | ‘I had a friend who could not control his time online. I recommended dancing to him, as I had other hobbies apart of the Internet, like dancing 4 hours per week which diminished the hours of my gaming’ (Carol) | ‘My parents were against the technologies. We did not receive education about them, and we were too connected at home. Thus, they started to switch off the Wi-Fi in the evening, encouraged us to go out, to start doing other activities: dance, music’ (Moira) | ||
Note: CIUS: Compulsive Internet use scale; CIUS–G: CIUS for gaming; CIUS–SNS: CIUS for social networking sites; MMORPG: massively multiplayer online role-playing games.
Internet, gaming, and social networking criteria encoded through the frequency of agreement and a few quotations (adapted from French to English) as illustration.
| Criteria | Frequency of Agreement | Quotes |
|---|---|---|
| 1: Preoccupation | ∑ = 8 | ‘This is a good criterion, if we are only thinking about what is happening through Facebook, it’s as if we are addicted to it’ (Moira, as a social networker) |
| 2: Withdrawal | ∑ = 10 | ‘This is a good criterion, it is difficult to stop using Facebook. I am a bit addicted as I am on it 3-4 hours a day. I have started to tell myself I should do another thing in these hours, but I have not stopped. It is a need, but it is different from other online activities because it’s about being in touch’ (Moira, as a social networker) |
| 3: Tolerance | ∑ = 1 | ‘Only if the game is not on computers. I think it is not that relevant, as I did not have this need as stated, but I was addicted to games’ (Leia, as a gamer) |
| 4: Reduce or stop | ∑ = 7 | ‘Some gamers are not aware of their problem, but when they realise, they have already achieved a step towards recovery’ (Leia, as a gamer) |
| 5: Give up other activities | ∑ = 10 | ‘This is a good criterion, but it is important to be aware this affects real life’ (Leia, as a gamer) |
| 6: Continue despite problems | ∑ = 10 | ‘It is a good criterion if SNS are affecting our relationships negatively; as when you are going out to dinner, and everybody is always on their smartphones chatting by the SNS instead of with those who are at the dinner’ (Moira, as a social networker) |
| 7: Deceive or cover-up | ∑ = 9 | ‘This is a good criterion. Gamers are a bit ashamed as we live in persistent worlds and we communicate with friends who are gamers’ (Leia, as a gamer) |
| 8: Escape adverse moods | ∑ = 9 | ‘This is a good criterion, as there are users who use the games as a shelter’ (Leia, as a gamer) |
| 9: Risk or loss of relationships or opportunities | ∑ = 13 | ‘This is a good criterion too, as it is influencing real-life’ (Leia, as a gamer) |
Note: ∑ means to sum all quantitative values (codes). SNS: social networking sites; MMORPG: massively multiplayer online role-playing games.