| Literature DB >> 35954855 |
Sophia Achab1, Stephane Rothen2, Julie Giustiniani3,4, Magali Nicolier3,4, Elizabeth Franc1, Daniele Zullino1, Frederic Mauny5,6, Emmanuel Haffen3,4,7.
Abstract
Gaming disorder (GD) is a new health condition still requiring a lot of evidence established around its underlying and related psychological mechanisms. In our study we focused on Massively Multiplayer Online Role Playing Games (MMORPGs), a specific very popular and engaging game genre, to determine that benefit, motivation and control aspects could be predictive of a dysfunctional engagement in gaming. In total, 313 participants were recruited from private forums of gamers between May 2009 and March 2010. They filled out a questionnaire on their socio-demographic data and their weekly gaming time. They also completed different psychometric assessments such as the DSM IV-TR criteria for substance dependence adapted to gaming such as the Dependence Adapted Scale (DAS), the external rewards they expected from gaming (External Motives), the expected internal reward they expected from gaming (Internal Motives), the Zuckerman Sensation Seeking Scale (ZSSS), and the Barratt impulsiveness Scale (BIS-10). Results showed that some psychological factors related to online gaming represented risk factors for GD in participants (i.e., competition and advancement motives, reduced anxiety, solace, greater personal satisfaction, and sense of power), whereas some others were found to be protective factors from GD (i.e., recreation, enjoyment and experience seeking) in participants. Additionally, the study found that disinhibition, boredom susceptibility, thrill and adventure seeking, and high impulsivity were correlated to GD in participants. In conclusion, not only motives for gaming and impulsivity could be predictors for GD, but maladaptive coping strategies based on experienced relief in-game from negative feelings (anxiety and boredom) or experienced improvement in-game of self-perception (personal satisfaction, sense of power) could play as well a role of negative reinforcers for GD. Some benefits from gaming, typically entertainment and enjoyment, are shown to be protective factors from GD, playing the role of positive reinforcing factors. They are worthy of being identified and promoted as functional gaming habits. These findings can feed the clinical and health promotion fields, with a more in-depth understanding of diverse psychological factors in gamers, identifying those at risk for GD and those protective from it. The current work can foster a more balanced approach towards gaming activities, taking their opportunities for mankind and controlling for their adverse effects in some individuals.Entities:
Keywords: BIS-10; MMORPG; benefits; control; gaming disorder; impulsivity; motivations; sensation seeking
Mesh:
Year: 2022 PMID: 35954855 PMCID: PMC9367741 DOI: 10.3390/ijerph19159476
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 4.614
Correlations between the symptoms of engagement in gaming according to DAS and demographics and psychological variables (N = 313).
| Variables | DAS-LTC a | DAS-LGC a | DAS-HI a | DAS-NC a | DAS-DH a | DAS-Hab a | DAS-IR a | DAS Severity |
|---|---|---|---|---|---|---|---|---|
| Demographics | ||||||||
| Age | 0.11 | −0.05 | −0.05 | −0.04 | −0.17 ** | −0.13 * | −0.13 * | −0.09 |
| Gender a (ref. = male) | 0.09 | −0.05 | 0.01 | −0.04 | −0.11 * | 0.00 | 0.05 | −0.03 |
| Time spent (hours/week) | 0.08 | 0.05 | 0.29 *** | 0.18 ** | 0.27 *** | 0.23 *** | 0.26 *** | 0.31 *** |
| External motives | ||||||||
| Discovery | −0.02 | −0.10 | 0.00 | −0.05 | −0.10 | 0.08 | −0.04 | −0.07 |
| Recreation | 0.00 | −0.09 | −0.09 | −0.15 * | −0.21 *** | −0.08 | −0.09 | −0.16 ** |
| Competition | 0.03 | 0.07 | 0.21 *** | 0.11 | 0.18 ** | 0.13 * | 0.12 * | 0.21 *** |
| Role-play | −0.02 | −0.05 | 0.08 | 0.03 | 0.09 | 0.14 * | 0.12 * | 0.07 |
| Social | −0.05 | −0.05 | 0.05 | −0.05 | −0.07 | −0.04 | −0.02 | −0.05 |
| Advancement | 0.00 | 0.19 *** | 0.20 *** | 0.13 * | 0.14 * | 0.09 | 0.14 * | 0.23 *** |
| Escapism | 0.00 | −0.07 | −0.12 * | −0.07 | −0.08 | 0.12 * | −0.02 | −0.08 |
| Internal motives | ||||||||
| Wellbeing | 0.00 | −0.04 | 0.00 | 0.02 | 0.01 | 0.08 | 0.14 * | 0.04 |
| Solace | 0.11 * | 0.03 | 0.09 | 0.00 | 0.12 * | 0.04 | 0.13 * | 0.14 * |
| Enjoyment | −0.06 | −0.04 | 0.00 | −0.09 | −0.16 ** | −0.08 | −0.06 | −0.12 * |
| Reduced anxiety | 0.12 * | 0.08 | 0.05 | 0.11 | 0.11 | 0.18 ** | 0.21 *** | 0.22 *** |
| Greater personal satisfaction | 0.06 | 0.11 * | 0.24 *** | 0.15 ** | 0.14 * | 0.10 | 0.11 | 0.23 *** |
| Sense of power | 0.01 | 0.10 | 0.22 *** | 0.08 | 0.17 ** | 0.18 ** | 0.13 * | 0.22 *** |
| Sense of group belonging | −0.01 | −0.05 | 0.06 | 0.07 | 0.08 | −0.06 | −0.01 | 0.04 |
| Self-regulation (automatic aspects) | ||||||||
| ZSSS—Total score | 0.02 | 0.01 | 0.10 | 0.11 * | 0.00 | 0.08 | 0.01 | 0.08 |
| ZSSS—TAS | 0.03 | 0.00 | 0.12 * | 0.01 | 0.00 | 0.12 * | −0.01 | 0.07 |
| ZSSS—ES | −0.04 | −0.10 | 0.07 | −0.02 | −0.18 ** | −0.06 | −0.08 | −0.10 |
| ZSSS—Dis | 0.04 | 0.04 | 0.06 | 0.11 * | 0.13 * | 0.05 | 0.02 | 0.12 * |
| ZSSS—BS | 0.01 | 0.09 | 0.02 | 0.19 *** | 0.04 | 0.07 | 0.11 * | 0.12 * |
| Self-regulation (controlled aspects) | ||||||||
| BIS—Total score | 0.17 ** | 0.16 ** | 0.14 * | 0.24 *** | 0.23 *** | 0.24 *** | 0.16 ** | 0.32 *** |
| BIS10—MI | 0.15 ** | 0.15 ** | 0.15 ** | 0.20 *** | 0.23 *** | 0.25 *** | 0.20 *** | 0.33 *** |
| BIS10—AI | 0.16 ** | 0.15 ** | 0.07 | 0.26 *** | 0.16 ** | 0.19 ** | 0.16 ** | 0.28 *** |
| BIS10—NP | 0.08 | 0.08 | 0.11 * | 0.13 * | 0.16 ** | 0.14 * | 0.02 | 0.17 ** |
*** p < 0.001 ** p < 0.01 * p < 0.05; a dichotomous variables; DAS severity (ln items + 1); LTC = lack of time control, LGC = lack of control on gaming activity, HI = high involvement in gaming, NC = negative consequences, DH = gaming continued despite harms, Hab = habituation, IR = withdrawal symptoms, ZSSS = Zuckerman sensation seeking scale, ZSSS-TAS = thrill and adventure seeking, ZSSS-ES = experience seeking, ZSSS-Dis = disinhibition, ZSSS-BS = boredom susceptibility, BIS10 = Barratt Impulsiveness Scale, BIS10-MI = motor Impulsivity, BIS10-AI = attentional impulsivity, BIS10-NP = non-planning.
Logistic regression results (N = 313).
| DAS-LTC a | DAS-LGC a | DAS-HI a | DAS-NC a | DAS-DH a | DAS-Hab a | DAS-IR a | |
|---|---|---|---|---|---|---|---|
| OR | OR | OR | OR | OR | OR | OR | |
| age | 1.08 *** | 1.01 | 1.03 | 1.07 * | 1.01 | 0.97 | 1.00 |
| Gender a | 2.39 * | 1.10 | 1.83 | 1.58 | 0.74 | 15.62 * | 2.83 |
| Hours/week in game | 1.01 | 1.00 | 1.03 *** | 1.02 | 1.02 ** | 1.03 | 1.03 * |
| Discovery | 0.99 | 0.81 | 0.85 | 0.79 | 0.70 | 8.10 * | 0.78 |
| Recreation | 1.05 | 0.85 | 1.14 | 0.66 | 0.56 | 0.76 | 0.74 |
| Competition | 1.57 | 1.22 | 2.21 * | 1.59 | 2.16 * | 9.24 | 2.42 |
| Role Play | 0.87 | 0.67 | 1.21 | 1.13 | 1.45 | 2.22 | 1.35 |
| Social | 0.57 | 0.69 | 1.20 | 0.65 | 0.84 | 1.12 | 0.99 |
| Advancement | 0.75 | 2.00 * | 1.56 | 1.71 | 0.86 | 0.97 | 1.11 |
| Escapism | 0.80 | 0.32 | -- | -- | 0.26 | -- | 0.41 |
| Well-Being | 0.95 | 0.80 | 0.63 | 1.18 | 0.89 | 4.28 | 2.38 * |
| Solace | 1.80 | 1.04 | 1.47 | 0.40 | 1.96 | 0.24 | 0.82 |
| Enjoyment | 0.94 | 1.19 | 0.91 | 0.84 | 0.68 | 0.19 | 0.99 |
| Diminution of Anxiety | 1.89 | 1.49 | 1.16 | 2.49 * | 1.90 | 4.61 | 3.40 ** |
| Personal Satisfaction | 1.16 | 1.39 | 2.12 * | 2.06 | 0.94 | 2.32 | 1.29 |
| Sense of power | 1.06 | 1.07 | 3.14 * | 0.69 | 1.92 | 2.23 | 1.24 |
| Sense of group belonging | 0.97 | 0.85 | 1.40 | 2.09 | 1.46 | 0.50 | 1.03 |
| ZSSS-TAS | 1.11 | 1.03 | 1.16 | 1.05 | 1.01 | 2.02 * | 0.97 |
| ZSSS-ES | 0.87* | 0.89 | 1.14 | 0.91 | 0.75 *** | 0.54 ** | 0.84 |
| ZSSS-Dis | 1.03 | 0.99 | 0.93 | 0.97 | 1.16* | 0.82 | 0.99 |
| ZSSS-BS | 0.95 | 1.06 | 0.98 | 1.36 ** | 0.92 | 0.82 | 1.19 |
| BIS10-MI | 1.04 | 1.04 | 1.03 | 1.00 | 1.06 * | 1.25 ** | 1.06 |
| BIS10-AI | 1.05 | 1.03 | 0.98 | 1.13 ** | 0.99 | 0.98 | 1.03 |
| BIS10-NP | 1.02 | 0.99 | 1.05 | 1.00 | 1.03 | 1.15 * | 0.96 |
*** p < 0.001 ** p < 0.01 * p < 0.05; a dichotomous variables; LTC = lack of time control, LGC = lack of control on gaming activity, HI = high engagement in gaming, NC = negative consequences, DH = gaming continued despite harms, Hab = habituation, IR = withdrawal symptoms, ZSSS = Zuckerman sensation seeking scale, ZSSS-TAS = thrill and adventure seeking, ZSSS-ES = experience seeking, ZSSS-Dis = disinhibition, ZSSS-BS = boredom susceptibility, BIS10 = Barratt Impulsiveness Scale, BIS10-MI = motor impulsivity, BIS10-AI = attentional impulsivity, BIS10-NP = non-planning.
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| External motives | |||||||
| Recreation | −0.16 ** | ||||||
| Internal motives | |||||||
| Enjoyment | −0.12 * | ||||||
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| Demographics | |||||||
| Time spent gaming (hours/week) | 0.31 *** | ||||||
| External motives | |||||||
| Competition | 0.21 *** | ||||||
| Advancement | 0.23 *** | ||||||
| Internal motives | |||||||
| Solace | 0.14 * | ||||||
| Reduced anxiety | 0.22 *** | ||||||
| Greater personal satisfaction | 0.23 *** | ||||||
| Sense of power | 0.22 *** | ||||||
| Self-regulation (automatic aspects) | |||||||
| Disinhibition | 0.12 * | ||||||
| Boredom susceptibility, | 0.12 * | ||||||
| Self-regulation (controlled aspects) | |||||||
| Barratt Impulsiveness Scale—Total score | 0.32 *** | ||||||
| Motor impulsivity, | 0.33 *** | ||||||
| Attentional impulsivity | 0.28 *** | ||||||
| Non-planning | 0.17 ** | ||||||
*** p < 0.001, ** p < 0.01, * p < 0.05; dichotomous variables.