| Literature DB >> 31105622 |
Olatz Lopez-Fernandez1,2, A Jess Williams1,3, Daria J Kuss1.
Abstract
Research investigating female gaming is relatively scarce, and past research has demonstrated that men are more likely to be problematic gamers. Few studies have focused on female gamers in community samples, and those that have been published have mainly collected qualitative data in Europe. There is case study evidence suggesting clinicians are increasingly treating problem female gamers. The aim of this study is threefold: (i) to establish an international female gamer profile, (ii) to determine predictors associated with perceived internet gaming disorder (IGD), and (iii) to identify those who are potentially at risk of developing gaming addiction and its characteristics by applying a quantitative approach. A cross-sectional online survey was applied through international gaming forums recruiting 625 female gamers, assessing sociodemographics, gaming devices used and play genres, and a set of questionnaires on gaming [e.g., problem online gaming (e.g., the nine-item short-form scale to assess IGD: IGDS9-SF), female stereotypes (e.g., sex role stereotyping scale), and psychological symptoms (e.g., Symptom CheckList-27-plus)]. Female gamers from all continents reported the use of all videogames, especially popular online games using computers and consoles. The proportion of gamers with potential IGD was one per cent. Regression analyses identified several risk factors for increased scores on the IGDS9-SF, namely having achievement and social motivations, embodied presence and identification with the avatar, hostility and social phobia together with negative body image, playing Multiplayer Online Battle Arena games, Massively Multiplayer Online Role-Playing Games, and First-Person-Shooter games. Findings contribute to filling the gap in knowledge on female gaming, to aid in the applicability of problematic gaming measurements in female gamers, especially those who are at risk of problematic gaming. The purpose of this study is to enhance the validity of the current measures to diagnose problem gaming appropriately in both genders.Entities:
Keywords: female gamer; female gender; gaming disorder; internet addiction; internet gaming disorder; psychological assessment; psychometrics; psychopathology
Year: 2019 PMID: 31105622 PMCID: PMC6498967 DOI: 10.3389/fpsyg.2019.00898
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Sociodemographics of female gamers [N = 625; qualitative variables are shown with valid percentages and quantitative variables include means (M), and standard deviations (SD)].
| Female gamers | |
|---|---|
| Variables values | % / |
| Employed full-time | 37.9 |
| Student | 33.9 |
| Unemployed | 10.2 |
| Other (Employed part-time, Student and employed, Disable, Carer, etc.) | 27 |
| Higher education (Bachelor, Master, and PhD) | 55.6 |
| Secondary education (High school, sixth form, vocational training) | 43.2 |
| Primary education (School, apprenticeship, or unspecified) | 1.3 |
| America | 49 |
| Europe | 42.2 |
| Africa | 3.8 |
| Asia | 2.9 |
| Oceania | 1.4 |
Patterns of playing video games [N = 625; qualitative variables are shown including valid percentages with a proportion higher than 40%, and quantitative variables include means (M), and standard deviations (SD) with a mean higher than one].
| Female gamers ( | ||
|---|---|---|
| Variables (Values) | % | |
| Weekend and weekdays | 59.7 | |
| PC online games | 53.6 | |
| PC offline games | 51.5 | |
| Console offline games | 44.3 | |
| FPS (e.g., Call of Duty) | ||
| MMORPG (e.g., World of Warcraft) | ||
| MOBA (e.g., League of Legends) | ||
| Role play (e.g., Final Fantasy) | ||
| Simulations (e.g., The Sims) | ||
| Real-time strategy (e.g., Warhammer) | ||
| Casual games or apps (e.g., Candy Crush) | ||
| Action adventure (e.g., Uncharted) | ||
| Adventure point and clicks (e.g., Monkey Island) | ||
| Platformer (e.g., Super Mario) | ||
| Puzzle (e.g., Tetris) | ||
| Never and rarely | 52.5 | |
| Sometimes and very often | 46.8 | |
| Family member (e.g., Father, Older brother, Friend, Mother, Cousin, Uncle, Aunt, Grandfather, etc.) | 55.3 |
Contents of video games according to participants’ accounts (N = 625; valid percentages of the valued with a proportion higher than 20%).
| Female gamers | |
|---|---|
| Endorsement | % |
| Somewhat above average | 26 |
| Average | 37.3 |
| Average | 35.1 |
| Far below average | 27.9 |
| Average | 38.8 |
| Very exaggerated | 30.4 |
| Quite exaggerated | 23.4 |
Descriptive (mean and standard deviation), reliability (Cronbach’s alpha), and correlation matrix (Pearson’s r) of the scales completed by female gamers.
| Scale | M | α | IGDS9-SF9 | OGMS i | OGMS s | OGMS a | EP | AoI | CS | SP-27-p h | SP-27-p a | SP-27-p sp | SP-27-p d | BSQ-8c | BSRI m | BSRI f |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| IGDS9-SF9 | 17.31 (6.05) | 0.86 | 1 | |||||||||||||
| ( | ||||||||||||||||
| OGMS i | 14.97 (3.66) | 0.80 | 0.11∗ | 1 | ||||||||||||
| ( | ||||||||||||||||
| OGMS s | 10.89 (3.13) | 0.90 | 0.25∗∗ | 0.03 | 1 | |||||||||||
| ( | ||||||||||||||||
| OGMS a | 8.59 (4.35) | 0.64 | 0.32∗∗ | 0.00 | 0.36∗∗ | 1 | ||||||||||
| ( | ||||||||||||||||
| EP | 15.64 (6.72) | 0.93 | 0.24∗∗ | 0.35∗∗ | 0.03 | 0.17∗∗ | 1 | |||||||||
| ( | ||||||||||||||||
| AoI | 31.12 (8.54) | 0.91 | 0.25∗ | 0.35∗∗ | 0.21∗∗ | 0.18∗∗ | 0.45∗ | 1 | ||||||||
| ( | ||||||||||||||||
| CS | 13.48 (6.23) | 0.87 | 0.08 | 0.06 | −0.11∗∗ | 0.00 | 0.02 | 0.04 | 1 | |||||||
| ( | ||||||||||||||||
| SP-27-p h | 3.48 (3.40) | 0.80 | 0.41∗∗ | 0.04 | −0.03 | 0.20∗∗ | 0.15∗∗ | 0.08 | 0.06 | 1 | ||||||
| ( | ||||||||||||||||
| SP-27-p a | 3.27 (3.91) | 0.88 | 0.31∗∗ | 0.13∗∗ | 0.05 | 0.09 | 0.16∗∗ | 0.1∗ | 0.09 | 0.28∗∗ | 1 | |||||
| ( | ||||||||||||||||
| SP-27-p sp | 7.98 (5.73) | 0.91 | 0.40∗∗ | 0.15∗∗ | 0.04 | 0.09 | 0.19∗∗ | 0.15∗∗ | 0.13∗∗ | 0.38∗∗ | 0.68∗∗ | 1 | ||||
| ( | ||||||||||||||||
| SP-27-p d | 9.03 (1.43) | 0.80 | 0.23∗∗ | 0.14∗ | −0.00 | 0.04 | 0.19∗∗ | 0.15∗∗ | 0.05 | 0.2∗∗ | 0.27∗∗ | 0.4∗∗ | 1 | |||
| ( | ||||||||||||||||
| BSQ-8c | 21.43 (10.62) | 0.93 | 0.32∗∗ | 0.14∗∗ | 0.06 | 0.12∗∗ | 0.1∗ | 0.1∗ | 0.14∗∗ | 0.26∗∗ | 0.32∗∗ | 0.44∗∗ | 0.27∗∗ | 1 | ||
| ( | ||||||||||||||||
| BSRI m | 51.14 (10.58) | 0.87 | −0.3 | 0.11∗ | 0.10∗ | 0.03 | 0.1∗ | 0.04 | 0.01 | −0.11∗ | −0.25∗∗ | −0.27∗∗ | −0.08 | −0.04 | 1 | |
| ( | ||||||||||||||||
| BSRI f | 43.33 (10.46) | 0.90 | −0.7 | 0.13∗∗ | 0.14∗∗ | 0.19∗∗ | 0.1∗ | 0.18∗∗ | 0.01 | 0.05 | 0.01 | −0.04 | 0.04 | 0.05 | 0.13∗∗ | 1 |
| ( |
Constructs and video game genres regressed on potential gaming disorder (IGDS9-SF).
| Female gamers who completed the measures ( | ||||||
|---|---|---|---|---|---|---|
| Outcome variables | Predictor | β | ||||
| Gaming addiction | OGMS achievement | 0.32 | 0.08 | 4.214 | 0.17 | <0.001 |
| (IGDS9-SF) | OGMS social | 0.21 | 0.05 | 3.968 | 0.15 | <0.001 |
| Embodied presence | 0.08 | 0.04 | 2.073 | 0.09 | <0.05 | |
| Antecedents of identification | 0.07 | 0.03 | 2.339 | 0.10 | <0.05 | |
| SP-27-p hostility | 0.45 | 0.07 | 6.58 | 0.26 | <0.001 | |
| SP-27-p social phobia | 0.19 | 0.06 | 3.336 | 0.18 | <0.01 | |
| BSQ-8c | 0.07 | 0.16 | 1.254 | 0.05 | <0.01 | |
| FPS | 0.03 | 0.01 | 2.467 | 0.12 | <0.05 | |
| MMORPG | 0.02 | 0.01 | 2.178 | 0.11 | <0.04 | |
| MOBA | 0.07 | 0.02 | 3.328 | 0.15 | <0.01 | |
IGD criteria endorsed by female gamers (N = 553; valid percentages).
| Female gamers | |
|---|---|
| Variables | % endorsement |
| (1) Do you feel preoccupied with your gaming behavior? (Some examples: Do you think about previous gaming activity or anticipate the next gaming session? Do you think gaming has become the dominant activity in your daily life?) | 8.7 |
| (2) Do you feel more irritability, anxiety or even sadness when you try to either reduce or stop your gaming activity? | 1.8 |
| (3) Do you feel the need to spend increasing amount of time engaged gaming in order to achieve satisfaction or pleasure? | 3.1 |
| (4) Do you systematically fail when trying to control or cease your gaming activity? | 1.4 |
| (5) Have you lost interests in previous hobbies and other entertainment activities as a result of your engagement with the game? | 1.6 |
| (6) Have you continued your gaming activity despite knowing it was causing problems between you and other people? | 2 |
| (7) Have you deceived any of your family members, therapists or others because the amount of your gaming activity? | 1.8 |
| (8) Do you play in order to temporarily escape or relieve a negative mood (e.g., helplessness, guilt, anxiety)? | 10.1 |
| (9) Have you jeopardized or lost an important relationship, job or an educational or career opportunity because of your gaming activity? | 0.7 |
| 1.1 |