| Literature DB >> 34084538 |
Nick Ballou1, Antonius J Van Rooij2.
Abstract
Gaming disorder (also known as dysregulated gaming) has received significant research and policy attention based on concerns that certain patterns of play are associated with decreased mental well-being and/or functional impairment. In this study, we use specification curve analysis to examine analytical flexibility and the strength of the relationship between dysregulated gaming and well-being in the form of general mental health, depressive mood and life satisfaction. Dutch and Flemish gamers (n = 424) completed an online survey containing five unique dysregulated gaming measures (covering nine scale variants) and three well-being measures. We find a consistent negative relationship; across 972 justifiable regression models, the median standardized regression coefficient was -0.39 (min: -0.54, max: -0.19). Data show that the majority of dysregulated gaming operationalizations converge upon highly similar estimates of well-being. However, variance is introduced by the choice of well-being measure; results indicate that dysregulated gaming is more strongly associated with depressive mood than with life satisfaction. Weekly game time accounted for little to no unique variance in well-being in the sample. We argue that research on this topic should compare a broad range of psychosocial well-being outcomes and explore possible simplifications of the DSM-5 gaming disorder criteria. Given somewhat minute differences between dysregulated gaming scales when used in survey-based studies and largely equivalent relationships with mental health indicators, harmonization of measurement should be a priority.Entities:
Keywords: dysregulated gaming; gaming disorder; specification curve analysis; well-being
Year: 2021 PMID: 34084538 PMCID: PMC8150039 DOI: 10.1098/rsos.201385
Source DB: PubMed Journal: R Soc Open Sci ISSN: 2054-5703 Impact factor: 2.963
Descriptive statistics for explanatory, criterion and control variables. VAT, Video Game Addiction Test; CVAT-2, Clinical Video Game Addiction Test 2.0; ODBA, open definition of behavioral addictions; GKO, Global Kids Online. ω = McDonald′s hierarchical omega reliability coefficient, with point estimates and confidence intervals calculated using 1000 bias-corrected and accelerated bootstrap samples, as recommended by [42].
| mean | s.d. | min | max | ||
|---|---|---|---|---|---|
| VAT | 2.22 | 0.66 | 1.00 | 5.00 | ( |
| CVAT-2 (9-item) | 2.09 | 0.68 | 1.00 | 4.11 | ( |
| CVAT-2 (11-item) | 2.09 | 0.67 | 1.00 | 4.18 | ( |
| ICD-11 | 1.82 | 0.79 | 1.00 | 5.00 | ( |
| ODBA | 1.65 | 0.57 | 1.00 | 4.00 | ( |
| GKO | 1.58 | 0.67 | 1.00 | 4.60 | ( |
| CVAT-3 | 2.02 | 0.68 | 1.00 | 4.27 | ( |
| general mental health | 3.72 | 0.80 | 1.20 | 5.00 | 0.82 [0.78,0.85] |
| absence of depressive mood | 3.61 | 0.92 | 1.00 | 5.00 | 0.86 [0.84,0.88] |
| life satisfaction | 3.34 | 0.80 | 1.20 | 5.00 | 0.82 [0.79,0.85] |
| age | 24.36 | 7.74 | 16.00 | 61.00 | n.a |
| game time per week (hours) | 23.42 | 14.80 | 2.00 | 90.00 | n.a |
| game session length (minutes) | 151 | 76 | 2 | 420 | n.a. |
| autonomy satisfaction | 3.84 | 0.55 | 1.00 | 5.00 | 0.73 [0.66,0.79] |
| competence satisfaction | 3.94 | 0.58 | 1.00 | 5.00 | 0.81 [0.76,0.85] |
| relatedness satisfaction | 3.32 | 0.92 | 1.00 | 5.00 | 0.88 [0.85,0.90] |
| habit motivation | 3.73 | 0.87 | 1.00 | 5.00 | 0.83 [0.80,0.86] |
| narrative motivation | 4.02 | 0.64 | 1.00 | 5.00 | 0.71 [0.65,0.77] |
| pastime motivation | 3.06 | 0.93 | 1.00 | 5.00 | 0.82 [0.78,0.85] |
| performance motivation | 3.75 | 0.61 | 1.67 | 5.00 | 0.69 [0.63,0.74] |
| reactivity motivation | 4.28 | 0.56 | 1.67 | 5.00 | 0.66 [0.56,0.72] |
| social motivation | 3.35 | 0.94 | 1.00 | 5.00 | 0.80 [0.76,0.84] |
| escapism motivation | 3.92 | 0.66 | 1.33 | 5.00 | 0.61 [0.51,0.67] |
| agency motivation | 3.74 | 0.59 | 1.33 | 5.00 | 0.71 [0.64,0.76] |
Figure 1Correlation matrix for dysregulated gaming measures, well-being measures and covariates. Darker colours are stronger correlations. Significance labels are omitted for readability; all correlations whose absolute values are greater than r = 0.16 are significant at the p < 0.001 level.
Fit indices for each of the nine dysregulated gaming scale operationalizations. CFI, comparative fit index, RMSEA, root mean square error of approximation, SRMR, standardized root mean square residual. Point estimates and confidence intervals for ω are calculated using 1000 bias-corrected and accelerated bootstrap samples, as recommended by [42].
| CFI | RMSEA [90% CI] | SRMR | McDonald’s | ||
|---|---|---|---|---|---|
| VAT | 895.19 (77), | 0.695 | 0.156 [0.145,0.167] | 0.089 | 0.86 [0.84,0.89] |
| VAT (core) | 64.83 (14), | 0.952 | 0.086 [0.058,0.116] | 0.044 | 0.83 [0.78,0.87] |
| CVAT-2 (9-item) | 110.89 (27), | 0.931 | 0.082 [0.063,0.101] | 0.048 | 0.83 [0.80,0.86] |
| CVAT-2 (11-item) | 205.58 (44), | 0.904 | 0.089 [0.074,0.104] | 0.054 | 0.86 [0.83,0.88] |
| CVAT-2 (core) | 62.84 (14), | 0.949 | 0.087 [0.061,0.114] | 0.043 | 0.82 [0.79,0.86] |
| ICD | 3.66 (2), | 0.999 | 0.033 [0.000,0.122] | 0.014 | 0.83 [0.78,0.86] |
| ODBA | 6.64 (2), | 0.989 | 0.068 [0.000,0.147] | 0.026 | 0.63 [0.55,0.71] |
| GKO | 21.51 (5), | 0.989 | 0.075 [0.006,0.135] | 0.025 | 0.85 [0.80,0.88] |
| CVAT-3 | 439.36 (90), | 0.887 | 0.091 [0.080,0.102] | 0.055 | 0.90 [0.88,0.92] |
Items wordings for the Video Game Addiction Test [49]. The canonical version of the VAT is in Dutch. English translations provided are not the result of a formal translation process; these are for reference only and may diverge slightly from the English translations in the original paper (which are also provided for reference and did not undergo a formal translation process).
| label in data | construct | English wording | Dutch wording | core or peripheral | per cent endorsed |
|---|---|---|---|---|---|
| vat1 | loss of control | you regularly find it difficult to stop gaming | Je vindt het regelmatig moeilijk om met gamen te stoppen | peripheral | 14.6 |
| vat2 | loss of control (failed attempts to stop) | you often continue to play games, despite your intention to stop | Je gaat vaak langer door met gamen, terwijl je je had voorgenomen om te stoppen | core | 30.9 |
| vat3 | conflict (interpersonal) | others (e.g. parents or friends) repeatedly say you should spend less time on games | Anderen (bijv. ouders of vrienden) zeggen steeds dat je minder zou moeten gamen | core | 17.2 |
| vat4 | behavioural salience (preference) | you often prefer to game instead of spending time with others | Je gaat vaak liever gamen dan dat je je tijd met anderen doorbrengt | peripheral | 21.2 |
| vat5 | problems (health) | you regularly do not get enough sleep because of gaming | Je komt regelmatig slaaptekort door het gamen | core | 11.6 |
| vat6 | preoccupation (cognitive salience) | you often think about gaming, even when you cannot play | Je bent vaak in gedachten bezig met games, ook als je niet kunt spelen | peripheral | 23.6 |
| vat7 | preoccupation (cognitive salience) | you look forward to the next time you can game | Je verheugt je steeds op de volgende keer dat je kunt gamen | peripheral | 41.5 |
| vat8 | conflict (intra-personal) | you regularly think you should be gaming less often | Je denkt regelmatig dat je eigenlijk minder zou moeten gamen | core | 9.7 |
| vat9 | loss of control (failed attempts to stop) | you tried to spend less time on gaming, but were unsuccessful | Je hebt geprobeerd om minder tijd aan gamen te besteden en dat is niet gelukt | core | 5.9 |
| vat10 | withdrawal symptoms | you feel restless, frustrated, or irritated when you cannot game | Je voelt je telkens rot wanneer je niet kunt gamen | core | 4.0 |
| vat11 | problems (work/academic) | you rush through your (home)work to play games | Je raffelt je (huis)werk vaak af om te kunnen gamen | core | 9.9 |
| vat12 | problems (work/academic) | you neglect to do your (home)work because you prefer to game | Je doet je (huis)werk regelmatig niet omdat je wilt gamen | core | 9.0 |
| vat13 | mood modification/escapism | you often game because you are feeling down | Je gaat regelmatig gamen omdat je je rot voelt | peripheral | 25.9 |
| vat14 | mood modification/escapism | you often game to forget about a problem | Je gaat vaak gamen om een probleem te vergeten | peripheral | 30.2 |
Items wordings for the Clinical Video Game Addiction Test 2.0 [51,89]. The canonical CVAT variants are in Dutch. English translations provided are not the result of a formal translation process; these are for reference only and may diverge slightly from the English translations in the original paper.
| label in data | construct | English wording | Dutch wording | core or peripheral | per cent endorsed |
|---|---|---|---|---|---|
| cvidat1 | tolerance | you continue to spend more and more time playing games | Je bent steeds meer tijd gaan besteden aan het spelen van games | peripheral | 32.5 |
| cvidat2 | withdrawal symptoms | you feel stressed, annoyed, or angry if you could not play games | Je voelt je gestrest, ge | core | 8.0 |
| cvidat3 | loss of control (failed attempts to stop) | you are unable to play less, even though you want to | Het lukt je niet om minder te gaan gamen, terwijl je dat wel wilt | core | 6.4 |
| cvidat4 | preoccupation (cognitive salience) | you can hardly think about anything else than playing games when you are not gaming | Je kunt nauwelijks aan iets anders denken dan aan gamen als je niet aan het gamen bent | peripheral | 3.8 |
| cvidat5 | mood modification/escapism | you regularly play videogames to avoid thinking about problems (difficulties) | Je gaat regelmatig gamen om niet aan problemen (moeilijkheden) te hoeven denken | peripheral | 32.1 |
| cvidat6 | behavioural salience (loss of interests) | you regularly neglect important activities because of gaming (such as social connections, school/work, or other hobbies) | Je verwaarloost regelmatig belangrijke zaken of personen om te kunnen gamen (zoals sociale contacten, school, werk, andere hobby’s) | core | 11.3 |
| cvidat7 | lying/deception | you sometimes lie to others about the amount of time you spend gaming | Je liegt wel eens tegen anderen over hoe lang je aan het gamen bent geweest | core | 15.1 |
| cvidat8 | continuation despite problems | you still played games even though you knew this was causing problems with your family, friends, at work, or at school | Je hebt toch games gespeeld terwijl je wist dat dat problemen gaf met je familie, vrienden, werk of op school | core | 23.3 |
| cvidat9 | problems (work/social) | you have had to give up or greatly reduce important activities because of gaming, such as sports, work, or interacting with friends and family | Je hebt door het gamen belangrijke activiteiten moeten opgeven of sterk verminderen - zoals sport, werk, of omgaan met vrienden en familie | core | 7.8 |
| cvidat10a | craving | you have a strong urge (need) to play video games | Je ervaart vaak sterke drang (behoefte) om te gaan gamen | peripheral | 14.2 |
| cvidat11a | problems (health) | you neglect your own health because of gaming (examples: not getting enough sleep, showering less or failing to brush teeth, eating worse, drinking insufficiently) | Je verwaarloost je eigen gezondheid door het gamen (zoals slaaptekort, minder douchen of tanden poetsen, slechter eten, niet voldoende drinken) | core | 12.7 |
acvidat10 and cvidat11 are only included in the 11-item version of the CVAT-2
Figure 2Specification curve results comparing the effect size estimates from each of the possible models. In the top portion of the plot, standardized regression coefficients (βs) for dysregulated gaming as a predictor of well-being are ordered by size. Tightly spaced dark red dots each correspond to the effect size estimate for a single model in which well-being is regressed onto a dysregulated gaming measure and possible covariate(s); light red vertical lines depict the 95% confidence interval of that estimate. The dashed line represents the median effect size of β = −0.40. In the bottom portion of the plot, each row depicts the distribution of models in which that variable or subset of the data was part of the analysis; each line represents a single model and is aligned vertically with its corresponding effect size estimate in the top part. All effect sizes were calculated with linear regression models and are reported as standardized beta coefficients.
Figure 3Box plots corresponding to the bottom half of figure 2. Each box plot shows the distribution of regression coefficients for the primary relationship between dysregulated gaming and well-being for all SCA models adopting that analytical decision. Vertical lines represent the median effect size for that analysis choice, while red dots indicate outliers whose effect sizes in the SCA were at least .
Summary of linear regression coefficients for each predictor of well-being (dysregulated gaming measures, demographics and covariates) across all models in which they appear.
| variable | median | min | max | median Δ |
|---|---|---|---|---|
| VAT | −0.44 [−0.53, −0.35] | −0.52 | −0.25 | 0.184 |
| VAT (core) | −0.36 [−0.46, −0.27] | −0.44 | −0.21 | 0.122 |
| CVAT-2 (9-item) | −0.42 [−0.51, −0.33] | −0.51 | −0.28 | 0.164 |
| CVAT-2 (11-item) | −0.44 [−0.53, −0.35] | −0.53 | −0.31 | 0.177 |
| CVAT-2 (core) | −0.40 [−0.49, −0.31] | −0.48 | −0.30 | 0.151 |
| ICD-11 | −0.38 [−0.47, −0.29] | −0.47 | −0.24 | 0.137 |
| open definition of behavioural addiction | −0.29 [−0.38, −0.20] | −0.35 | −0.19 | 0.079 |
| Global Kids Online | −0.40 [−0.49, −0.31] | −0.50 | -0.24 | 0.147 |
| CVAT-3 | −0.44 [−0.53, −0.35] | -0.54 | −0.31 | 0.180 |
| age | 0.04 [−0.05, 0.13] | −0.02 | 0.09 | 0.001 |
| | 0.43 [0.22, 0.63] | 0.05 | 0.58 | 0.030 |
| | 0.15 [−0.04, 0.33] | −0.09 | 0.27 | 0.005 |
| total game time per week | 0.05 [−0.06, 0.17] | −0.09 | 0.16 | 0.001 |
| game session duration | 0.01 [−0.10, 0.11] | −0.13 | 0.11 | 0.000 |
| autonomy satisfaction | 0.00 [−0.10, 0.11] | −0.10 | 0.10 | 0.000 |
| competence satisfaction | 0.12 [0.02, 0.22] | 0.06 | 0.22 | 0.009 |
| relatedness satisfaction | 0.07 [−0.03, 0.18] | −0.08 | 0.15 | 0.004 |
| habit motivation | 0.00 [−0.10, 0.10] | −0.14 | 0.11 | 0.000 |
| narrative motivation | −0.00 [−0.10, 0.09] | −0.07 | 0.07 | 0.000 |
| pastime motivation | −0.13 [−0.22, −0.03] | −0.21 | −0.05 | 0.014 |
| performance motivation | 0.10 [0.00, 0.19] | −0.01 | 0.22 | 0.008 |
| reactivity motivation | 0.07 [−0.03, 0.16] | −0.02 | 0.17 | 0.004 |
| social motivation | 0.11 [0.00, 0.21] | −0.04 | 0.17 | 0.007 |
| escapism motivation | −0.08 [−0.18, 0.01] | −0.18 | −0.01 | 0.005 |
| agency motivation | 0.01 [−0.09, 0.10] | −0.05 | 0.10 | 0.000 |
Unstandardized estimate. Medians and 95% confidence intervals reflect the results of either the individual regression model containing the central-most estimate across all models that include the variable, or, where the number of models with a given predictor is even, the average of the two most central estimates and their standard errors. Estimates for non-binary gender and primary school education level are not included here due to sparsity of data. Median ΔR2 (semipartial R2) can be interpreted as the squared correlation between that predictor and the outcome variable after accounting for collinearity between predictors.
Figure 4Decomposed variance of the specification curve analyses. Variance here refers to the distribution of regression coefficients for dysregulated gaming as a predictor of well-being across the 972 SCA models (i.e. variance leading to the observed effect size range of −0.19 to −0.54). Bars indicate the percentage of this variance that is explained by analytical decisions involving each component of the models (summing to 100%). Purple bars are results from the first SCA with all nine possible operationalizations of dysregulated gaming, while green bars reflect results of the same analysis conducted after removing the ODBA as a specification after data indicated that this measure was anomalous.
Effect sizes from specification curve using single-item indicators of dysregulated gaming severity as explanatory variables. Items are ordered from largest to smallest median β.
| variable | item label | median | min | Max | median Δ |
|---|---|---|---|---|---|
| mood modification/escapism | CVAT-2#5 | −0.46 [− 0.55, −0.37] | −0.52 | −0.28 | 0.201 |
| problems (health) | CVAT-2#11 | −0.36 [− 0.45, −0.27] | −0.40 | −0.30 | 0.130 |
| loss of interests | CVAT-2#6 | −0.35 [− 0.44, −0.26] | −0.40 | −0.28 | 0.122 |
| continuation despite problems (ICD) | ICD-11#3 | −0.34 [− 0.43, −0.25] | −0.40 | −0.21 | 0.112 |
| problems persist > 1 year (ICD) | ICD-11#4 | −0.32 [− 0.41, −0.23] | −0.41 | −0.21 | 0.098 |
| loss of control (ICD) | ICD-11#1 | −0.30 [− 0.39, −0.20] | −0.35 | −0.11 | 0.084 |
| loss of control | CVAT-2#3 | −0.29 [− 0.39, −0.20] | −0.32 | −0.10 | 0.084 |
| lying/deception | CVAT-2#7 | −0.28 [− 0.38, −0.19] | −0.32 | −0.13 | 0.079 |
| withdrawal | CVAT-2#2 | −0.28 [− 0.38, −0.19] | −0.35 | −0.12 | 0.075 |
| loss of interests (ICD) | ICD-11#2 | −0.28 [− 0.37, −0.18] | −0.37 | −0.19 | 0.073 |
| craving | CVAT-2#10 | −0.27 [− 0.36, −0.17] | −0.34 | −0.19 | 0.069 |
| problems (work/social) | CVAT-2#9 | −0.23 [− 0.32, −0.13] | −0.32 | −0.16 | 0.049 |
| preoccupation | CVAT-2#4 | −0.21 [− 0.31, −0.11] | −0.25 | −0.04 | 0.040 |
| continuation despite problems | CVAT-2#8 | −0.21 [− 0.30, −0.11] | −0.29 | −0.16 | 0.042 |
| tolerance | CVAT-2#1 | −0.17 [− 0.27, −0.07] | −0.24 | −0.11 | 0.028 |
Items wordings for the ICD-11 (novel scale based on definition of gaming disorder in the ICD-11; [3]). The ICD-11 measure was drafted in Dutch based on the English wording of the ICD-11. The English translations are not the result of a formal translation process and are provided simply as a reference for the reader.
| label in data | construct | English wording | Dutch wording | core or peripheral | per cent endorsed |
|---|---|---|---|---|---|
| icd111 | loss of control | you are unable to control your gaming (e.g. when you start gaming, how often and in which situations). | Het lukt je niet om gamen onder controle te houden (bijv. wanneer je met gamen begint, hoe vaak je gamet en in welke situaties je gaat gamen) | core | 9.7 |
| icd112 | behavioural salience (loss of interests) | you continuously give gaming priority over other hobbies and daily activities | Je geeft gamen de hele tijd voorrang boven andere hobby’s en dagelijkse activiteiten | core | 16.0 |
| icd113 | continuation despite problems | you continue gaming even when this is creating problems | Je blijft gamen terwijl dit problemen oplevert | core | 8.3 |
| icd114 | sustained problems | gaming has been causing you problems for over a year. | Gamen levert al langer dan een jaar problemen op voor je | core | 5.4 |
Items wordings for the ODBA scale (novel scale based on the open definition of behavioural addiction; [5,54]). The ODBA measure was drafted in Dutch based on the English wording of the ODBA. The English translations are not the result of a formal translation process and are provided simply as a reference for the reader.
| label in data | construct | English wording | Dutch wording | core or peripheral | per cent endorsed |
|---|---|---|---|---|---|
| odba1 | problems (general) | gaming creates various problems and stress in your life | Gamen veroorzaakt allerlei problemen en stress in je leven | core | 2.8 |
| odba2 | sustained problems | your gaming has been causing problems for you for months, but you are unable to play less. | Je hebt al maanden last van problemen door het gamen, maar het lukt je niet om te minderen | core | 1.9 |
| odba3a | automaticity | the time you spend on games is a conscious choice | Je tijdsbesteding aan games is een bewuste keuze | peripheral | 4.0 |
| odba4a | problems (general) | gaming does not lead to problems in your daily life (such as with school, work, other interests, friends, or family) | Gamen leidt niet tot problemen in je dagelijks leven (zoals school, werk, andere interesses, familie of vrienden) | core | 12.5 |
aReverse scored.
Items wordings for the Global Kids Online scale (http://globalkidsonline.net/tools/survey/). In contrast to the above measures, the English language version of the GKO is the canonical one as found in the original survey materials. Dutch wordings were drafted using a triple translate–retranslate–check process.
| label in data | construct | English wording | Dutch wording | core or peripheral | per cent endorsed |
|---|---|---|---|---|---|
| gko1 | problems (health) | you have gone without eating or sleeping because of the time you spent on gaming | Je mist maaltijden of slaap door de tijd die je met gamen doorbrengt | core | 9.7 |
| gko2 | conflict (interpersonal) | you have experienced conflicts with family or friends because of the time you spent on gaming | Je hebt conflicten met familie en vrienden door de tijd die je aan het gamen besteedt | core | 3.8 |
| gko3 | problems (academic) | Your grades [or work performance] have dropped because of the time you spent on gaming | Op werk of school presteer je slechter door de tijd die je besteedt aan gamen | core | 6.4 |
| gko4 | loss of control (failed attempts to stop) | you have tried unsuccessfully to spend less time on gaming | Je probeert om minder tijd te gamen, maar dit lukt niet | core | 4.5 |
| gko5 | problems (general) | you think the amount of time you spend on gaming causes problems for you | Je komt in de problemen door de tijd die je aan gamen besteedt | core | 4.5 |