| Literature DB >> 30693081 |
Kagan Kircaburun1, Mark D Griffiths2, Joël Billieux3.
Abstract
Internet gaming disorder (IGD) has been related to a wide range of detrimental psychological and health consequences. The purpose of the present pilot study was to test the direct and indirect relationships between IGD and emotional trauma, body image dissatisfaction, social anxiety, loneliness, depression, and self-esteem. A total of 242 online gamers completed a survey comprising a comprehensive battery of psychometric self-report scales concerning aforementioned variables. Results indicated that IGD was significantly correlated with all the variables except for body image dissatisfaction. Path analysis indicated an indirect relationship between childhood emotional trauma and IGD through depressive symptoms, while adjusting for gender, age, and number of hours gaming. The findings of the present study indicate that online gamers with a history of emotional abuse and/or neglect have higher levels of depressive symptoms, and that depressive symptoms are important risk factors of IGD.Entities:
Keywords: IGD; Internet gaming disorder; body image; childhood trauma; depression; gaming addiction; loneliness; self-esteem; social anxiety; • Depression was directly associated with internet gaming disorder (IGD). • Emotional trauma was indirectly associated with IGD via depression. • Number of hours spent gaming was associated with IGD. • Body image dissatisfaction was not associated with IGD. • Self-esteem, loneliness, and social anxiety were not associated with IGD.
Year: 2019 PMID: 30693081 PMCID: PMC6338260 DOI: 10.1080/20008198.2018.1565031
Source DB: PubMed Journal: Eur J Psychotraumatol ISSN: 2000-8066
Figure 1.Hypothesized model.
Demographic characteristics of the participants (N = 242).
| % ( | |
|---|---|
| Male | 93 (224) |
| Female | 7 (18) |
| Less Than 7 Hours | 12 (29) |
| 7–14 hours | 26 (63) |
| 15–28 hours | 23 (55) |
| 29–42 hours | 18 (43) |
| More Than 42 Hours | 21 (52) |
| MOBA (Multiplayer Online Battle Arena Games) | 41 (99) |
| MMORPG (Massively Multiplayer Online Role-Playing Games) | 28 (68) |
| MMORTS (Massively Multiplayer Online Real-Time Strategy) | 16 (38) |
| MOFPS (Multiplayer Online First Person Shooter) | 15 (37) |
Mean scores, standard deviations, and minimum and maximum scores on the variables.
| Min | Max | |||
|---|---|---|---|---|
| IGD Symptoms | .26 | .24 | 0 | 1 |
| Emotional Trauma | 3.60 | 1.52 | 2 | 8 |
| Body Image Dissatisfaction | 2.17 | .66 | 1 | 4 |
| Depression | 2.34 | .92 | 1 | 4 |
| Loneliness | 2.04 | .72 | 1 | 4 |
| Self-Esteem | 7.02 | 1.77 | 1 | 9 |
| Social Anxiety | 7.07 | 2.44 | 3 | 14 |
Pearson correlation coefficients of the study variables.
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | |
|---|---|---|---|---|---|---|---|
| 1. IGD Symptoms | – | ||||||
| 2. Emotional Trauma | .27* | – | |||||
| 3. Body Image Dissatisfaction | .13 | .26* | – | ||||
| 4. Depression | .35* | .30* | .31* | – | |||
| 5. Loneliness | .34* | .46* | .30* | .48* | – | ||
| 6. Self-Esteem | -.26* | -.35* | -.33* | -.34* | -.32* | – | |
| 7. Social Anxiety | .24* | .29* | .32* | .35* | .45* | -.36* | – |
*p < .001.
Figure 2.Final model of the significant path coefficients between variables.