| Literature DB >> 31110482 |
Gyöngyi Kökönyei1,2,3, Natália Kocsel1,2,3,4, Orsolya Király1, Mark D Griffiths5, Attila Galambos1,2,4, Anna Magi1,4, Borbála Paksi6, Zsolt Demetrovics1.
Abstract
Explanatory theoretical models have proposed an association between problematic online gaming and abilities or strategies in alleviating distress or negative emotions in times of stress as proximal non-gaming-related personality factors. However, there is little research that has targeted how emotion regulation relates to problematic online gaming-especially during adolescence when gaming behavior is most prevalent. In emotion regulation research, there has been a particular emphasis on rumination because it is strongly associated with overall psychopathology. However, it is unknown whether this putatively maladaptive strategy relates to problematic online gaming and whether it is a gender-dependent association. Consequently, the present study examined how emotion regulation strategies, and particularly rumination, related to problem gaming and tested whether gender moderated this relationship in adolescents. In a national representative adolescent sample, 46.9% of the participants (N = 1,646) reported online gaming in the past 12 months and provided information on problematic gaming, and it was these data that were used for further analysis. Their data concerning problematic online gaming and emotion regulation strategies were analyzed, including rumination along with other putatively maladaptive (e.g., catastrophizing) and adaptive (e.g., positive reappraisal) strategies, while controlling for age, gender, and game genre preference. Results of linear regression analyses showed that all the putatively maladaptive emotion regulation strategies (including self-blame, other blame, catastrophizing, and rumination) were positively related to problematic online gaming. Positive reappraisal proved to be a protective factor; it was inversely related to problematic online gaming. In addition, the relationship between rumination and online gaming was moderated by gender (i.e., the relationship was stronger among boys). Based on the results, it is argued that emotion regulation is a useful framework to study problematic online gaming. The present study highlighted that the relative predictive value of rumination for problematic online gaming varied for boys and girls, suggesting that trait rumination might be a gender-specific vulnerability factor for problematic online gaming, but this requires further investigation and replication.Entities:
Keywords: adolescent gaming; emotion regulation; gender differences; online gaming; positive reappraisal; rumination
Year: 2019 PMID: 31110482 PMCID: PMC6501698 DOI: 10.3389/fpsyt.2019.00273
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Means, standard deviations, and effect sizes (Cohen’s d) by gender with Cronbach’s α.
| Scales | Mean (SD) | Cronbach α | Males | Females |
| Cohen’s |
|---|---|---|---|---|---|---|
| POGQ-SF total score | 21.45 (8.74) | 0.90 | 23.22 (9.07) | 18.44 (7.22) | 11.774*** | 0.58 |
| CERQ Self-blame | 5.33 (2.02) | 0.67 | 5.15 (1.98) | 5.62 (2.05) | 4.328*** | 0.23 |
| CERQ Acceptance | 6.28 (2.05) | 0.71 | 6.22 (2.11) | 6.37 (1.95) | 1.341 | 0.07 |
| CERQ Rumination | 5.99 (2.14) | 0.78 | 5.67 (2.12) | 6.50 (2.09) | 7.340*** | 0.39 |
| CERQ Positive refocusing | 4.94 (2.12) | 0.72 | 4.90 (2.13) | 5.01 (2.10) | 0.942 | 0.05 |
| CERQ Planning | 6.06 (2.05) | 0.67 | 5.93 (2.08) | 6.27 (1.99) | 3.029** | 0.17 |
| CERQ Positive reappraisal | 6.21 (2.06) | 0.61 | 6.12 (2.08) | 6.35 (2.01) | 2.153* | 0.11 |
| CERQ Putting into perspective | 5.59 (2.02) | 0.64 | 5.50 (2.03) | 5.74 (2.00) | 2.239* | 0.12 |
| CERQ Catastrophizing | 4.57 (2.12) | 0.77 | 4.42 (2.07) | 4.81 (2.18) | 3.396*** | 0.18 |
| CERQ Other blame | 4.00 (1.82) | 0.67 | 4.15 (1.86) | 3.78 (1.73) | 3.748*** | 0.20 |
POGQ-SF, Problematic Online Gaming Questionnaire Short Form; CERQ, Cognitive Emotion Regulation Questionnaire; SD, standard deviation; *p < .05; **p < .01; ***p < .001.
Online problem gaming score as a function of game genre preference.
| Preference for | ||||||||
|---|---|---|---|---|---|---|---|---|
| Strategy games | Role-playing games | Shooter games | MOBA games | Casual games | Other game genres | Did not give an answer | Total sample | |
| N | 236 | 231 | 383 | 172 | 242 | 242 | 140 | 1646 |
| Mean (SD) | 19.17 (7.47)a,b | 23.22 (8.51)c,d | 22.83 (9.19)c,d | 24.57 (9.28)d | 17.26 (5.73)a | 21.05 (8.92)b,c | 22.67 (9.61)c,d | 21.45 (8.74) |
| Gender: Male | 61.0%a | 68.4%a | 86.4%b | 84.3%b | 16.1%c | 53.3%a | 63.6%a | 62.9% |
Different letters (a, b, c, d) in the same row represent significant (p < .05) difference between mean scores, whereas the same letters in the same row represent non-significant difference between mean scores according to the paired post hoc Tukey test of one-way ANOVA or the paired chi-square tests. MOBA, multiplayer online battle arena.
Correlations between problem gaming and cognitive emotion regulation strategies.
| 2. | 3. | 4. | 5. | 6. | 7. | 8. | 9. | 10. | |
|---|---|---|---|---|---|---|---|---|---|
| 1. POGQ-SF total score | .20 |
| .20 | .14 |
|
| .10 | .28 | .22 |
| 2. CERQ Self-blame | 1 | .33 | .54 | .20 | .41 | .30 | .29 | .50 | .18 |
| 3. CERQ Acceptance | 1 | .42 | .25 | .39 | .53 | .34 | .16 |
| |
| 4. CERQ Rumination | 1 | .27 | .45 | .46 | .34 | .48 | .16 | ||
| 5. CERQ Positive Refocusing | 1 | .31 | .35 | .41 | .28 | .32 | |||
| 6. CERQ Planning | 1 | .51 | .50 | .28 | .19 | ||||
| 7. CERQ Positive Reappraisal | 1 | .45 | .19 | .10 | |||||
| 8. CERQ Putting into perspective | 1 | .21 | .24 | ||||||
| 9. CERQ Catastrophizing | 1 | .40 | |||||||
| 10. CERQ Other blame | 1 |
POGQ-SF, Problematic Online Gaming Questionnaire Short Form; CERQ, Cognitive Emotion Regulation Questionnaire. All the correlational coefficients are significant except those in italics after Bonferroni correction (p < .00061).
Standardized regression weights between online problem gaming and emotion regulation strategies after controlling for age, gender, and game preference.
| Standardized β | Significance |
| AIC | |
|---|---|---|---|---|
|
| ||||
| Gender | −.214 | <.001 | .205/.198 | 5,247.259 |
| Age | −.051 | .045 | ||
| Game genre preference | −.189 | <.001 | ||
| CERQ Self-blame | .081 | .013 | ||
| CERQ Acceptance | −.018 | .567 | ||
| CERQ Rumination | .078 | .026 | ||
| CERQ Positive Refocusing | .077 | .009 | ||
| CERQ Planning | .079 | .016 | ||
| CERQ Positive Reappraisal | −.086 | .011 | ||
| CERQ Putting into perspective | −.016 | .599 | ||
| CERQ Catastrophizing | .079 | .018 | ||
| CERQ Other blame | .142 | <.001 | ||
|
| ||||
| Gender | −.005 | .947 | .210/.202 | 5,241.314 |
| Age | −.051 | .042 | ||
| Game genre preference | −.187 | <.001 | ||
| CERQ Self-blame | .083 | .010 | ||
| CERQ Acceptance | −.018 | .558 | ||
| CERQ Rumination | .138 | .001 | ||
| CERQ Positive Refocusing | .076 | .011 | ||
| CERQ Planning | .076 | .020 | ||
| CERQ Positive Reappraisal | −.088 | .009 | ||
| CERQ Putting into perspective | −.021 | .508 | ||
| CERQ Catastrophizing | .082 | .013 | ||
| CERQ Other blame | .134 | <.001 | ||
| Gender × CERQ rumination | −.240 | .005 | ||
|
| ||||
| Gender | −.022 | .777 | .218/.209 | 5,230.381 |
| Age | −.047 | .059 | ||
| Game genre preference | .017 | .787 | ||
| CERQ Self-blame | .084 | .009 | ||
| CERQ Acceptance | −.020 | .509 | ||
| CERQ Rumination | .128 | .002 | ||
| CERQ Positive Refocusing | .071 | .016 | ||
| CERQ Planning | .070 | .031 | ||
| CERQ Positive Reappraisal | −.085 | .011 | ||
| CERQ Putting into perspective | −.020 | .523 | ||
| CERQ Catastrophizing | .081 | .014 | ||
| CERQ Other blame | .217 | <.001 | ||
| Gender × CERQ rumination | −.222 | .009 | ||
| Game genre × CERQ other blame | −.233 | <.001 | ||
CERQ, Cognitive Emotion Regulation Questionnaire; Gender: 0, boys; 1, girls; game genre preference: 0 indicated preference for either shooter, role-player, or MOBA games, and 1 indicated preference for any other games; AIC, Akaike’s Information Criteria.
Figure 1The relationship between rumination and online problem gaming by gender.
Figure 2The relationship between other blame and online problem gaming by game genre.