| Literature DB >> 31193693 |
Elwin Hu1, Vasileios Stavropoulos1, Alastair Anderson1, Matthew Scerri1, James Collard1.
Abstract
INTRODUCTION: Gaming Disorder (GD) was added to the recent publication of the International Classification of Diseases (ICD-11) by the World Health Organization. This aligns with recommendations of the fifth edition of the Diagnostic Statistical Manual for Mental Disorders (DSM-5), issued by the American Psychiatric Association. Accordingly, further relevant research has been invited. The interplay between preference for online social game genres, the degree of online Flow (or immersive pleasure) experienced, and the gamer's biological gender were examined here as contributing factors of IGD.Entities:
Keywords: Flow; Gaming addiction; Internet gaming disorder; Massively multiplayer online role playing games; Multiplayer online battle arena; Online flow; Social games
Year: 2018 PMID: 31193693 PMCID: PMC6541905 DOI: 10.1016/j.abrep.2018.10.004
Source DB: PubMed Journal: Addict Behav Rep ISSN: 2352-8532
Fig. 1The mediating interplay between social games preference, online Flow experience and IGD behaviours.
Participant demographics.
| Age spread | Biological gender | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| Country | N | 18–23 | 24–49 | 30–35 | 36–41 | 42–49 | 50–59 | Females | Males |
| Australia and New Zealand | 177 | 73 (41.2%) | 69 (39%) | 26 (14.7%) | 6 (3.4%) | 2 (1.1%) | 1 (0.6%) | 60 (33.9%) | 117 (66.1%) |
| United States of America | 30 | 12 (40%) | 14 (46.7%) | 2 (6.7%) | 1 (3.3%) | 1 (3.3%) | – | 10 (33.3%) | 20 (66.7%) |
| United Kingdom | 9 | 4 (44.4%) | 4 (44.4%) | 1 (11.1%) | – | – | – | 5 (55.6%) | 4 (44.4%) |
| Singapore | 4 | 2 (50%) | 1 (25%) | 1 (25%) | – | – | – | 2 (50%) | 2 (50%) |
| China | 3 | 1 (33.3%) | 1 (33.3%) | – | – | – | 1 (33.3%) | 1 (33.3%) | 2 (66.7%) |
| Germany | 3 | 2 (66.7%) | 1 (33.3%) | – | – | – | – | – | 3 (100%) |
| Canada | 2 | 1 (50%) | 1 (50%) | – | – | – | – | 1 (50%) | 1 (50%) |
| Norway | 2 | 1 (50%) | 1 (50%) | – | – | – | – | – | 2 (100%) |
| Portugal | 1 | – | 1 (100%) | – | – | – | – | – | 1 (100%) |
| Spain | 1 | – | 1 (100%) | – | – | – | – | – | 1 (100%) |
| Poland | 1 | 1 (100%) | – | – | – | – | – | – | 1 (100%) |
| Malaysia | 1 | 1 (100%) | – | – | – | – | – | 1 (100%) | – |
| Israel | 1 | 1 (100%) | – | – | – | – | – | – | 1 (100%) |
| Costa Rica | 1 | 1 (100%) | – | – | – | – | – | – | 1 (100%) |
| Not Specified | 1 | – | 1 (100%) | – | – | – | – | – | 1 (100%) |
| Total | 237 | 100 (42.2%) | 95 (40.1%) | 30 (12.7%) | 7 (3%) | 3 (1.3%) | 2 (0.8%) | 80 (33.8%) | 157 (66.2%) |
Fig. 2The mediating interplay between social games preference, online Flow experience and IGD behaviours.