| Literature DB >> 35250648 |
Jennifer Wernicke1, Christian Montag1.
Abstract
Playing computer and video games (so-called gaming) is of great popularity among children and adults. But for some people, gaming gets out of hand and can result in a Gaming Disorder (GD). Among others, high neuroticism and low conscientiousness are considered to play a role in the etiology of GD. Next to personality traits, environmental variables are debated such as the parental influence on children's gaming behavior. In detail, parental gaming behavior could have role model functions for children. Based on empirical observations and theoretical frameworks, it was hypothesized that higher tendencies to GD in children are associated with higher neuroticism, lower conscientiousness, and higher parental tendencies to GD. In an online survey N = 493 parents (n = 472 females; age: M = 36.30, SD = 5.46) rated their own and their children's (n = 233 girls, n = 260 boys; age: M = 6.03, SD = 2.30) tendencies to GD by the Gaming Disorder Test (GDT) and their children's personality by the Big Five Inventory (BFI). Neuroticism was significantly correlated with the GDT scores of boys (rho = 0.256, p = 0.001) and girls (rho = 0.300, p = 0.001), while a significant correlation with conscientiousness was only present for boys (rho = -0.196, p = 0.010). Parents' and children's general playing of computer and video games were interdependent [χ2(1) = 29.14, p < 0.001]; hence, if parents reported to be gamers, their children were more likely gamers as well. The GDT scores of parents and children were positively correlated (boys: rho = 0.36; p = 0.002; girls: rho = 0.33, p = 0.004). The results indicate that already in children the personality traits neuroticism and conscientiousness are associated with tendencies toward GD. Moreover, as gaming of parents and children was related to each other, it is conceivable that parents influence their children's gaming behavior via their own gaming behavior. Therefore, parents should be aware of their exemplary function for children and may overthink their own gaming behavior. But it has to be mentioned that the correlational nature of the present work allows no insights regarding causal relations.Entities:
Keywords: childhood; conscientiousness; gaming; gaming disorder; neuroticism; parental survey; personality
Year: 2022 PMID: 35250648 PMCID: PMC8894585 DOI: 10.3389/fpsyt.2021.748195
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Descriptive statistics of variables of interest.
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| Age | 36.30 | 5.46 | 23 | 65 | 0.962 | 493 | <0.001 |
| GDT ( | 5.46 | 2.11 | 4 | 20 | 0.703 | 195 | <0.001 |
| Age | 6.03 | 2.30 | 3 | 13 | 0.932 | 493 | <0.001 |
| GDT ( | 6.74 | 2.99 | 4 | 20 | 0.840 | 247 | <0.001 |
| Extraversion | 3.83 | 0.71 | 1.50 | 5.00 | 0.964 | 493 | <0.001 |
| Agreeableness | 3.77 | 0.57 | 1.78 | 5.00 | 0.973 | 493 | <0.001 |
| Conscientiousness | 3.30 | 0.77 | 1.11 | 5.00 | 0.984 | 493 | <0.001 |
| Neuroticism | 2.77 | 0.71 | 1.25 | 4.75 | 0.985 | 493 | <0.001 |
| Openness to experiences | 4.02 | 0.54 | 1.80 | 5.00 | 0.946 | 493 | <0.001 |
M, mean; SD, standard deviation; min, minimum; max, maximum; SW, Shapiro–Wilk; df, degrees of freedom; GDT, Gaming Disorder Test.
Mann–Whitney U-tests to check for gender differences in children.
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| Age child | Male | 6.20 (2.35) | 27775.50 |
| Female | 5.85 (2.24) | 0.108 | |
| GDT child | Male | 7.63 (3.27) | 4366.50 |
| Female | 5.55 (2.02) | <0.001 | |
| Extraversion | Male | 3.79 (0.70) | 27939.00 |
| Female | 3.87 (0.72) | 0.136 | |
| Agreeableness | Male | 3.70 (0.59) | 26449.00 |
| Female | 3.84 (0.52) | 0.015 | |
| Conscientiousness | Male | 3.18 (0.74) | 24151.00 |
| Female | 3.43 (0.77) | <0.001 | |
| Neuroticism | Male | 2.82 (0.72) | 27682.00 |
| Female | 2.71 (0.69) | 0.098 | |
| Openness to experiences | Male | 3.94 (0.57) | 24425.00 |
| Female | 4.12 (0.50) | <0.001 |
M, mean; SD, standard deviation; n(boys), 260; n(girls), 233; GDT, Gaming Disorder Test.
n(gaming boys), 142;
n(gaming girls), 105.
Partial Spearman rank correlations of GDT scores and personality in children who are gaming.
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| Conscientiousness |
| <0.001 | – 0.196 | 0.010 | –0.143 | 0.074 |
| Neuroticism |
| <0.001 |
| 0.001 |
| 0.001 |
| Extraversion |
| 0.003 | –0.170 | 0.044 | –0.137 | 0.166 |
| Agreeableness |
| <0.001 |
| 0.003 | –0.148 | 0.133 |
| Openness to experiences |
| <0.001 | –0.237 | 0.005 | – 0.054 | 0.589 |
GDT, Gaming Disorder Test. All correlations are controlled for children's age.
Correlations were one-tailed tested.
Correlations were two-tailed tested. Correlations printed in bold are statistically significant after Bonferroni correction. The alpha level was corrected to 0.0033 (0.05/15) as a total of fifteen correlations with children's GDT score were performed.
Cross-table of observed vs. expected frequencies of gamers and non-gamers among parents and children, total sample (N = 493).
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| Children | Gaming | Observed |
| 120 | 247 |
| Expected | 97.7 | 149.3 | 247.0 | ||
| No gaming | Observed | 68 |
| 246 | |
| Expected | 97.3 | 148.7 | 246.0 | ||
| Σ | Observed | 195 | 298 | 493 | |
| Expected | 195.0 | 298.0 | 493.0 | ||
Numbers printed in bold represent the actual overlap of gaming children and gaming parents as well as non-gaming children and non-gaming parents.