| Literature DB >> 32750032 |
Claudia Marino1,2, Natale Canale1, Alessio Vieno1, Gabriele Caselli2,3,4, Luca Scacchi5, Marcantonio M Spada2.
Abstract
BACKGROUND AND AIMS: In recent years, Internet Gaming Disorder (IGD) has been recognized as a mental health problem. Although research has found that social anxiety, motives, the preference for online social interactions (POSI), and metacognitions about online gaming are independent predictors of IGD, less is known about their relative contribution to IGD. The aim of the current study was to model the relationship between social anxiety, motives, POSI, metacognitions about online gaming, and IGD.Entities:
Keywords: internet gaming disorder; metacognitions about online gaming; motives; preference for online social interactions (POSI); social anxiety
Mesh:
Year: 2020 PMID: 32750032 PMCID: PMC8943663 DOI: 10.1556/2006.2020.00044
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
Fig. 1.Proposed theoretical model
Means, standard deviations, range, for the study variables
| M (SD) | Range (Min–Max) | Skewness (SE) | Kurtosis (SE) | |
| Social Anxiety | 2.03 (0.76) | 1–5 | 0.99 (0.105) | 0.61 (209) |
| IGDa | 1.94 (0.73) | 1–5 | 1.10 (0.105) | 0.92 (209) |
| POSIb | 3.22 (1.93) | 1–8 | 0.74 (0.105) | −0.26 (209) |
| Socialc | 2.69 (0.91) | 1–5 | 0.24 (0.105) | −0.50 (209) |
| Escapec | 2.45 (1.16) | 1–5 | 0.57 (0.105) | −0.79 (209) |
| Competitionc | 2.73 (1.06) | 1–5 | 0.38 (0.105) | −0.74 (209) |
| Copingc | 2.97 (0.93) | 1–5 | −0.02 (0.105) | −0.62 (209) |
| Skillc | 2.97 (1.14) | 1–5 | −0.04 (0.105) | −1.07 (209) |
| Fantasyc | 2.41 (1.21) | 1–5 | 0.61 (0.105) | −0.71 (209) |
| Recreationc | 4.51 (0.66) | 1–5 | −0.67 (0.105) | 3.01 (209) |
| Positive /Metacognitions | 2.78 (0.70) | 1–4 | −0.20 (0.105) | −0.57 (209) |
| Negative Metacognitions | 1.52 (0.57) | 1–4 | 1.56 (0.105) | 2.48 (209) |
| Weekly hours | 25.09 (16.43) | 7–112 | 1.77 (0.105) | 4.15 (209) |
Notes: N = 543.
aInternet Gaming Disorder.
bPreference for Online Social Interactions.
cMotives for online gaming.
Bivariate correlations among the study variables
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | |
| 1. Social Anxiety | 1 | |||||||||||||
| 2. IGDa | 0.36*** | 1 | ||||||||||||
| 3. POSIb | 0.52*** | 0.33*** | 1 | |||||||||||
| 4. Socialc | 0.02 | 0.08 | 0.14** | 1 | ||||||||||
| 5. Escapec | 0.30*** | 0.41*** | 0.29*** | 0.32*** | 1 | |||||||||
| 6. Competitionc | 0.04 | 0.23*** | 0.08 | 0.02 | 0.08 | 1 | ||||||||
| 7. Copingc | 0.15*** | 0.23*** | 0.19*** | 0.33*** | 0.53*** | 0.22*** | 1 | |||||||
| 8. Skillc | 0.05 | 0.07 | 0.13** | 0.34*** | 0.23*** | 0.28*** | 0.38*** | 1 | ||||||
| 9. Fantasyc | 0.20*** | 0.20*** | 0.20*** | 0.33*** | 0.50*** | 0.10* | 0.41*** | 0.35*** | 1 | |||||
| 10. Recreationc | −0.09* | −0.21*** | −0.06 | 0.23*** | −0.03 | −0.01 | 0.20*** | 0.14** | 0.16*** | 1 | ||||
| 11. Positive Metacognitions | 0.14*** | 0.26*** | 0.18*** | 0.31*** | 0.49*** | 0.05 | 0.52*** | 0.25*** | 0.39*** | 0.12** | 1 | |||
| 12. Negative Metacognitions | 0.24*** | 0.64*** | 0.17*** | 0.02 | 0.18*** | 0.21*** | 0.07 | −0.02 | 0.12** | −0.21*** | 0.08 | 1 | ||
| 13. Weekly hours | 0.18*** | 0.27*** | 0.30*** | 0.14*** | 0.16*** | 0.10* | 0.08 | 0.14** | 0.13** | −0.09** | 0.09* | 0.19*** | 1 | |
| 14. Gender | 0.14*** | −0.03 | 0.09* | 0.09* | 0.10* | −0.23*** | 0.04 | −0.08 | 0.02 | 0.08 | 0.05 | 0.002 | −0.03 | 1 |
| 15. Age | −0.20*** | −0.14** | −0.15*** | −0.05 | −0.15*** | −0.16*** | −0.08 | −0.21*** | −0.10* | 0.09* | −0.11* | 0.001 | −0.14*** | 0.05 |
Notes: *P < 0.05; **P < 0.01; ***P < 0.001; N = 543; Gender= 1: M, 2: F.
aInternet Gaming Disorder.
bPreference for Online Social Interactions.
cMotives for online gaming.
Fig. 2.Results of the path analytical model