| Literature DB >> 30705935 |
Socayna Moudiab1, Marcantonio M Spada1.
Abstract
This study aimed at determining whether motives and/or maladaptive cognitions would predict levels of Internet Gaming Disorder independently of negative affect and problematic Internet use. Seventy-nine Internet gamers completed the following questionnaires: Ten-Item Internet Gaming Disorder Test, Problematic Internet Use Questionnaire Short Form, Depression Anxiety and Stress Scale 21, Motives for Online Gaming Questionnaire, and Maladaptive Gaming-Related Cognitions Scale. Results showed that all variables were positively and significantly correlated with levels of Internet Gaming Disorder with the exception of motives relating to recreation. Furthermore, a hierarchical linear regression analysis showed that motives relating to coping and skills development and maladaptive cognitions relating to overvaluing of game rewards were the only significant predictors of levels of Internet Gaming Disorder when controlling for negative affect and problematic Internet use. The implications of these findings are discussed.Entities:
Keywords: Internet Gaming Disorder; Maladaptive cognitions; Motives; Negative affect; Problematic Internet use
Year: 2019 PMID: 30705935 PMCID: PMC6348280 DOI: 10.1016/j.abrep.2019.100160
Source DB: PubMed Journal: Addict Behav Rep ISSN: 2352-8532
Correlation matrix of study variables with means, SDs, and ranges.
| Measures | Mean | SD | Range | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1. IGDT-10 | 1.53 | 1.99 | 0–8 | 0.53 | 0.46 | 0.52 | 0.54 | 0.43 | 0.64 | 0.36 | 0.56 | 0.15 | 0.68 | 0.66 | 0.60 | 0.57 |
| 2. PIUQ-SF-6 | 16.38 | 5.64 | 6–28 | 0.55 | 0.67 | 0.65 | 0.62 | 0.65 | 0.54 | 0.59 | 0.16 | 0.50 | 0.51 | 0.49 | 0.52 | |
| 3. DASS-21 | 21.54 | 13.87 | 0–51 | 0.59 | 0.53 | 0.33 | 0.44 | 0.35 | 0.52 | 0.13 | 0.56 | 0.61 | 0.62 | 0.53 | ||
| 4. MOGQ-Soc | 8.64 | 4.23 | 4–20 | 0.60 | 0.62 | 0.70 | 0.63 | 0.76 | 0.24 | 0.61 | 0.50 | 0.58 | 0.72 | |||
| 5. MOGQ-Esc | 11.09 | 4.40 | 4–20 | 0.53 | 0.80 | 0.52 | 0.70 | 0.51 | 0.60 | 0.47 | 0.43 | 0.47 | ||||
| 6. MOGQ-Com | 10.78 | 3.91 | 4–18 | 0.59 | 0.75 | 0.54 | 0.41 | 0.59 | 0.51 | 0.37 | 0.52 | |||||
| 7. MOGQ-Cop | 10.96 | 4.23 | 4–20 | 0.67 | 0.70 | 0.38 | 0.65 | 0.49 | 0.51 | 0.62 | ||||||
| 8. MOGQ-Skl | 10.48 | 4.24 | 4–20 | 0.66 | 0.39 | 0.56 | 0.43 | 0.41 | 0.48 | |||||||
| 9. MOGQ-Fan | 9.57 | 4.48 | 4–20 | 0.33 | 0.67 | 0.49 | 0.54 | 0.60 | ||||||||
| 10. MOGQ-Rec | 10.71 | 3.19 | 3–15 | 0.37 | 0.15 | −0.00 | 0.22 | |||||||||
| 11. MGCS-Over | 2.78 | 1.94 | 0–7 | 0.73 | 0.67 | 0.73 | ||||||||||
| 12. MGCS-Mal | 4.07 | 2.51 | 0–10 | 0.72 | 0.62 | |||||||||||
| 13. MGCS-Self | 3.04 | 2.28 | 0–8 | 0.64 | ||||||||||||
| 14. MGCS-Soc | 2.94 | 2.46 | 0–8 | – |
Note. n = 64. IGDT-10 = Ten-Item Internet Gaming Disorder Test; PIUQ-SF-6 = Problematic Internet Use Questionnaire Short Form 6; DASS-21 = Depression Anxiety and Stress Scale 21; MOGQ-Soc = Motives for Online Gaming Questionnaire-Social; MOGQ-Esc = Motives for Online Gaming Questionnaire-Escape; MOGQ-Com = Motives for Online Gaming Questionnaire-Competition; MOGQ-Cop = Motives for Online Gaming Questionnaire-Coping; MOGQ-Skl = Motives for Online Gaming Questionnaire-Skill Development; MOGQ-Fan = Motives for Online Gaming Questionnaire-Fantasy; MOGQ-Rec = Motives for Online Gaming Questionnaire-Recreation; MGCS-Over = Maladaptive Gaming-Related Cognitions Scale-Overvaluing of Game Rewards; MGCS-Mal = Maladaptive Gaming-Related Cognitions Scale-Maladaptive and Inflexible Rules; MGCS-Self = Maladaptive Gaming-Related Cognitions Scale-Gaming-based Self-Esteem; MGCS-Soc = Maladaptive Gaming-Related Cognitions Scale-Gaming to get Social Acceptance.
p < .05.
p < .01.
Simultaneous linear regression statistics with IGDT-10 as outcome variable and all correlated motives as predictor variables.
| Measures | IGDT-10 | |||
|---|---|---|---|---|
| β | t | Beta | ||
| MOGQ-Soc | −0.01 | −0.15 | .89 | −0.02 |
| MOGQ-Esc | −0.04 | −0.49 | .62 | −0.09 |
| MOGQ-Com | 0.13 | 1.61 | .11 | 0.24 |
| MOGQ-Cop | 0.29 | 3.20 | .00 | 0.61 |
| MOGQ-Skl | −0.20 | −2.48 | .02 | −0.43 |
| MOGQ-Fan | 0.16 | 2.08 | .04 | 0.37 |
| R2 = 0.47 | 0.00 | |||
Note. n = 64. IGDT-10 = Ten-Item Internet Gaming Disorder Test; MOGQ-Soc = Motives for Online Gaming Questionnaire-Social; MOGQ-Esc = Motives for Online Gaming Questionnaire-Escape; MOGQ-Com = Motives for Online Gaming Questionnaire-Competition; MOGQ-Cop = Motives for Online Gaming Questionnaire-Coping; MOGQ-Skl = Motives for Online Gaming Questionnaire-Skill Development; MOGQ-Fan = Motives for Online Gaming Questionnaire-Fantasy.
Simultaneous linear regression statistics with IGDT-10 as outcome variable and all correlated maladaptive cognitions as predictor variables.
| Measures | IGDT-10 | |||
|---|---|---|---|---|
| β | t | Beta | ||
| MGCS-Over | 0.38 | 2.43 | .02 | 0.38 |
| MGCS-Mal | 0.20 | 1.74 | .09 | 0.26 |
| MGCS-Self | 0.18 | 0.95 | .34 | 0.13 |
| MGCS-Soc | 0.04 | 0.35 | .73 | 0.05 |
| R2 = 0.53 | 0.00 | |||
Note. n = 64. IGDT-10 = Ten-Item Internet Gaming Disorder Test; MGCS-Over = Maladaptive Gaming-Related Cognitions Scale-Overvaluing of Game Rewards; MGCS-Mal = Maladaptive Gaming-Related Cognitions Scale-Maladaptive and Inflexible Rules; MGCS-Self = Maladaptive Gaming-Related Cognitions Scale-Gaming-based Self-Esteem; MGCS-Soc = Maladaptive Gaming-Related Cognitions Scale-Gaming to get Social Acceptance.
Hierarchical linear regression statistics with IGDT-10 as outcome variable and motives and maladaptive cognitions found to be significant in previous linear regression analyses as predictors.
| Measures | IGDT-10 | |||
|---|---|---|---|---|
| β | t | Beta | ||
| Step 1 | ||||
| DASS-21 | 0.07 | 4.09 | .00 | 0.46 |
| R2 = 0.21 | 0.00 | |||
| Step 2 | ||||
| DASS-21 | 0.04 | 1.92 | .06 | 0.24 |
| PIUQ-SF-6 | 0.14 | 3.18 | .00 | 0.40 |
| R2 = 0.32 | .00 | |||
| Step 3 | ||||
| DASS-21 | 0.02 | 1.12 | .27 | 0.38 |
| PIUQ-SF-6 | 0.04 | 0.82 | .42 | 0.38 |
| MOGQ-Cop | 0.24 | 3.29 | .00 | 0.38 |
| MOGQ-Skl | −0.12 | −1.81 | .07 | 0.38 |
| MOGQ-Fan | 0.11 | 1.57 | .12 | 0.38 |
| R2 = 0.49 | .00 | |||
| Step 4 | ||||
| DASS-21 | 0.00 | −0.01 | .99 | −0.00 |
| PIUQ-SF-6 | 0.06 | 1.27 | .21 | 0.16 |
| MOGQ-Cop | 0.17 | 2.43 | .02 | 0.35 |
| MOGQ-Skl | −0.15 | −2.40 | .02 | −0.31 |
| MOGQ-Fan | 0.05 | 0.71 | .48 | 0.10 |
| MGCS-Over | 0.49 | 3.71 | .00 | 0.48 |
| R2 = 0.59 | 0.00 | |||
Note. n = 64. IGDT-10 = Ten-Item Internet Gaming Disorder Test; PIUQ-SF-6 = Problematic Internet Use Questionnaire Short Form 6; DASS-21 = Depression Anxiety and Stress Scale 21; MOGQ-Cop = Motives for Online Gaming Questionnaire-Coping; MOGQ-Skl = Motives for Online Gaming Questionnaire-Skill Development; MOGQ-Fan = Motives for Online Gaming Questionnaire-Fantasy; MGCS-Over = Maladaptive Gaming-Related Cognitions Scale-Overvaluing of Game Rewards.