| Literature DB >> 35175204 |
Hsin-Yi Wang1, Cecilia Cheng1.
Abstract
BACKGROUND: There has been a surge in interest in examining internet gaming disorder (IGD) and its associations with gaming motivation. Three broad components of gaming motivation have been proposed: achievement, immersion, and social. Achievement-oriented players are motivated by gaining in-game rewards, immersion-oriented players are motivated by the experience of immersion in the virtual world, and social-oriented players are motivated by the need to socialize with other players through gaming.Entities:
Keywords: compulsive gaming; cross-cultural comparison, cultural individualism; culture; escapism; gaming disorder; gaming motivation; online gaming; problematic gaming; video gaming
Year: 2022 PMID: 35175204 PMCID: PMC8895288 DOI: 10.2196/23700
Source DB: PubMed Journal: JMIR Ment Health ISSN: 2368-7959
Figure 1PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) diagram illustrating the procedures of report selection in the meta-analysis.
Coding criteria for study quality indicators.
| Quality indicatorsa | Criteria met (score=1) | Criteria not met (score=0) |
| Sampling method | Sampling involved random selection of participations | Sampling involved nonrandom methods |
| Sample heterogeneity | Sample comprised 2 or more demographic groups | Sample included only a single group |
| Statistical power | Sample size was large enough to yield adequate statistical power | Sample size was not sufficient to yield adequate statistic power |
| Sample description | Demographic information was clearly described | Demographic information was not clearly described |
| Measurement validity | All scales used in the study were validated | None were validated |
| Measurement reliability | All scales were reliable (Cronbach α≥.70) | No scales were reliable (Cronbach α≥.70) |
| Study methodology | Study adopted 2 or more methodologies | Study adopted only 1 methodology |
| Study design | Data were collected at 2 or more time points | Data were collected at only 1 time point |
aThe indicators of scale reliability and scale validity were coded as continuous variables (ie, percentage of scales that were reliable or valid, respectively). The other indicators were all coded as dichotomous variables.
Correlation coefficients of problematic gaming with gaming motivation components and subcomponents. Subscripts that do not share a common number (for comparisons among components) or symbol (for comparisons among subcomponents) differ significantly at P<.05.
| Gaming motivation | 95% CI value | |||||
| Achievement componentf | 21 | 0.32g1 | 0.27 to 0.36 | 182.21g | 0.91 | 0.03 |
| Advancement subcomponent | 10 | 0.29g* | 0.25 to 0.35 | 310.14g | 0.52 | N/Ah |
| Mechanics subcomponent | 9 | 0.28g* | 0.25 to 0.33 | 11.01 | 0.36 | N/A |
| Competition subcomponent | 24 | 0.31g* | 0.23 to 0.42 | 1341.25g | 0.74 | 0.11 |
| Social componenti | 27 | 0.20g2 | 0.14 to 0.29 | 844.90g | 0.78 | 0.18 |
| Socializing subcomponent | 27 | 0.17g# | 0.09 to 0.26 | 1291.76g | 0.84 | 0.12 |
| Relationship subcomponent | 11 | 0.25g* | 0.13 to 0.32 | 101.42g | 0.88 | N/A |
| Teamwork subcomponent | 8 | 0.08$ | −0.09 to 0.22 | 145.01g | 0.49 | N/A |
| Immersion componentj | 16 | 0.22g2 | 0.13 to 0.30 | 341.22g | 0.80 | 0.13 |
| Discovery subcomponent | 8 | 0.07$ | −0.01 to 0.17 | 40.87g | 0.41 | N/A |
| Role-play subcomponent | 24 | 0.22g# | 0.14 to 0.32 | 2143.22g | 0.54 | N/A |
| Customization subcomponent | 8 | 0.21g# | 0.15 to 0.30 | 50.41g | 0.41 | N/A |
| Escapism subcomponent | 44 | 0.40g* | 0.35 to 0.45 | 1510.22g | 0.70 | 0.21 |
ak: number of tested correlations.
br: pooled correlation coefficient.
cQ: Cochrane heterogeneity statistic.
dI2: level 2 heterogeneity index.
eI2: level 3 heterogeneity index.
fComprises the advancement, mechanics, and competition subcomponents.
gP<.001.
hN/A: not applicable.
iComprises the socializing, relationship, and teamwork subcomponents.
jComprises the discovery, role-play, customization, and escapism subcomponents.