| Literature DB >> 36247099 |
Jake D Slack1, Paul Delfabbro1, Daniel L King2.
Abstract
The boundary between highly engaged and problematic video gaming is often debated in the behavioral addictions field. The present study assessed whether quality of life, motivational and protective factors may differentiate high-frequency gamers (i.e., those who play 30 + hours per week) who did, and did not, meet the DSM-5 criteria for gaming disorder (GD). A total of 403 respondents completed an online survey including standard measures of GD, gaming motivation, quality of life (QOL), and protective factors for behavioral addiction (e.g., adequate sleep and healthy diet). Respondents with GD scored lower on all QOL measures and were more strongly motivated to use gaming to escape problems. Fewer protective factors were identified in GD cases, with an inability to balance gaming with sleep being the largest significant difference between the two groups. High-frequency gaming appears most likely to be problematic if it is used to escape real-world problems or prioritized over important everyday activities.Entities:
Keywords: Gaming disorder; High frequency gaming; Motivation; Protective factors; Quality of life
Year: 2022 PMID: 36247099 PMCID: PMC9554823 DOI: 10.1016/j.abrep.2022.100462
Source DB: PubMed Journal: Addict Behav Rep ISSN: 2352-8532
Demographic Characteristics of the Sample.
| Variable | Characteristic | Total | Problem Group | Non-Problem Group | |||
|---|---|---|---|---|---|---|---|
| n | % | n | % | n | % | ||
| Gender | Male | 254 | 63.0 | 88 | 67.2 | 166 | 61.0 |
| Female | 149 | 37.0 | 43 | 32.8 | 106 | 39.0 | |
| Age (years) | 18–24 | 183 | 45.4 | 64 | 48.9 | 119 | 43.8 |
| 25–30 | 113 | 28.0 | 43 | 32.8 | 70 | 25.7 | |
| 31–40 | 81 | 20.1 | 19 | 14.5 | 62 | 22.8 | |
| 41+ | 26 | 6.5 | 5 | 3.8 | 21 | 7.7 | |
| Region | United Kingdom | 39 | 9.7 | 10 | 7.6 | 29 | 10.7 |
| Europe | 202 | 50.1 | 59 | 45 | 143 | 52.6 | |
| North America | 82 | 20.4 | 25 | 19.1 | 57 | 21.0 | |
| Oceania | 16 | 4.0 | 5 | 3.8 | 11 | 4.0 | |
| Other | 64 | 15.8 | 32 | 24.4 | 32 | 11.7 | |
| Education | Secondary/High School | 148 | 36.7 | 51 | 38.9 | 97 | 35.7 |
| Further (e.g. apprenticeship, TAFE) | 21 | 5.2 | 7 | 5.3 | 14 | 5.1 | |
| Higher (e.g. undergraduate, college) | 157 | 39.0 | 48 | 36.6 | 109 | 40.1 | |
| Postgraduate (e.g. masters, PhD) | 73 | 18.1 | 24 | 18.4 | 49 | 18 | |
| None of the above options | 4 | 1.0 | 1 | 0.8 | 3 | 1.1 | |
| Employment | Employed full-time | 164 | 40.7 | 51 | 39.0 | 113 | 41.5 |
| Employed part-time | 67 | 16.6 | 18 | 13.7 | 49 | 18.0 | |
| Casually employed | 31 | 7.7 | 14 | 10.7 | 17 | 6.3 | |
| Unemployed | 140 | 34.8 | 48 | 36.6 | 92 | 33.8 | |
| Retired | 1 | 0.2 | 0 | 0.0 | 1 | 0.4 | |
| Relationship | Single | 191 | 47.4 | 68 | 51.9 | 123 | 45.2 |
| In a relationship | 146 | 36.2 | 46 | 35.1 | 100 | 36.8 | |
| Divorced/separated | 5 | 1.3 | 1 | 0.8 | 4 | 1.5 | |
| Widowed | 1 | 0.2 | 0 | 0.0 | 1 | 0.4 | |
| Married | 60 | 14.9 | 16 | 12.2 | 44 | 16.1 | |
| Living Circumstances | Living with a parent/guardian | 192 | 47.6 | 66 | 50.4 | 126 | 46.3 |
| Living independently (renting, share house) | 144 | 35.8 | 50 | 38.2 | 94 | 34.6 | |
| Living independently (owner-occupier) | 67 | 16.6 | 15 | 11.4 | 52 | 19.1 | |
Note. N = 403 (n = 131 for the problem group; n = 272 for the non-problem group).
Gaming-related characteristics and Chi-Square results of the sample.
| Variable | Response category | Total | Problem Group | Non-Problem Group | Pearson Chi-square χ 2 | Phi ϕ | Cramer’s V | |||
|---|---|---|---|---|---|---|---|---|---|---|
| n | % | n | % | n | % | |||||
| Weekly | 30–40 | 351 | 87.1 | 119 | 90.9 | 232 | 85.3 | 5.60 | 0.12 | |
| gaming (hours) | 40–50 | 41 | 10.2 | 7 | 5.3 | 34 | 12.5 | |||
| 50+ | 11 | 2.7 | 5 | 3.8 | 6 | 2.2 | ||||
| Gaming aspirations | Continue 30 + hours per week | 101 | 25.1 | 41 | 31.3 | 60 | 22.1 | 5.77 | 0.12 | |
| Pursue as career | 21 | 5.2 | 9 | 6.9 | 12 | 4.4 | ||||
| Leisure only at <30 h per week | 281 | 69.7 | 81 | 61.8 | 200 | 73.5 | ||||
| Engage in | Yes | 129 | 32 | 55 | 42 | 74 | 27.2 | 8.87** | 0.15 | |
| Esports | No | 274 | 68 | 76 | 58 | 198 | 72.8 | |||
| Received | Yes | 48 | 11.9 | 20 | 15.3 | 28 | 10.3 | 2.08 | 0.07 | |
| income from | No | 355 | 88.1 | 111 | 84.7 | 244 | 89.7 | |||
| gaming | ||||||||||
| Put real money | Yes | 262 | 65 | 97 | 74 | 165 | 60.7 | 6.96** | 0.13 | |
| into gaming | No | 141 | 35 | 34 | 26 | 107 | 39.3 | |||
| Engage in live | Yes | 103 | 25.6 | 44 | 33.6 | 59 | 21.7 | 6.58* | 0.13 | |
| streaming | No | 300 | 74.4 | 87 | 66.4 | 213 | 78.3 | |||
| Received | Yes | 16 | 4 | 6 | 4.6 | 10 | 3.7 | 0.19 | 0.02 | |
| income from | No | 387 | 96 | 125 | 95.4 | 262 | 96.3 | |||
| streaming | ||||||||||
Note. N = 403 (n = 131 for the problem group, n = 272 for the non-problem group). Cramer’s V and Phi statistics are for problem gamers compared to non-problem gamers. *p <.05. **p <.01.
Summary of Descriptive Statistics for all Psychometric Measures.
| Problem group | Non-problem group | |||||
|---|---|---|---|---|---|---|
| M | SD | M | SD | Cohen’s d | ||
| IGD scale | 6.16 | 1.21 | 2.19 | 1.35 | 29.7** | 2.11 |
| MOGQ | ||||||
| Social | 11.05 | 4.10 | 9.46 | 3.82 | 3.82** | 0.41 |
| Escape | 13.33 | 4.23 | 10.26 | 4.34 | 6.71** | 0.71 |
| Competition | 13.02 | 4.31 | 10.85 | 4.14 | 4.88** | 0.52 |
| Coping | 13.18 | 3.41 | 11.26 | 3.44 | 5.26** | 0.56 |
| Skill Devt | 12.79 | 4.51 | 11.20 | 4.24 | 3.45** | 0.37 |
| Fantasy | 12.01 | 4.52 | 9.55 | 4.16 | 5.40** | 0.58 |
| Recreation | 12.63 | 2.56 | 12.13 | 2.74 | 1.78 | 0.13 |
| WHOQOL-BREF | ||||||
| Physical | 14.00 | 2.59 | 15.28 | 2.47 | 4.76** | 0.51 |
| Psychological | 12.50 | 2.38 | 13.21 | 2.19 | 2.96** | 0.31 |
| Social | 12.00 | 4.08 | 14.02 | 3.68 | 4.99** | 0.53 |
| Environment | 14.02 | 2.66 | 14.97 | 2.50 | 3.51** | 0.37 |
Note. N = 403. IGD scale = Internet Gaming Disorder Scale. MOGQ = Motives of Online Gaming Questionnaire. WHOQOL-BREF = World Health Organisation Quality of Life Questionnaire Abbreviated. ** p <.01.
Protective Factors Characteristics and Chi-Square Results of the Sample.
| Variable | Characteristic | Total | Problem Group | Non-Problem Group | Pearson Chi-square χ2 | Phi ϕ | |||
|---|---|---|---|---|---|---|---|---|---|
| n | % | n | % | n | % | ||||
| Limits on | Yes | 164 | 40.7 | 49 | 37.4 | 115 | 42.3 | 0.87 | −0.05 |
| gaming time | No | 239 | 59.3 | 82 | 62.6 | 157 | 57.7 | ||
| Limits on money | Yes | 287 | 71.2 | 88 | 67.2 | 199 | 73.2 | 1.55 | −0.06 |
| devoted to gaming | No | 116 | 28.8 | 43 | 32.8 | 73 | 26.8 | ||
| Engage in other | Yes | 357 | 88.6 | 113 | 86.3 | 244 | 89.7 | 1.04 | −0.05 |
| activities/ hobbies | No | 46 | 11.4 | 18 | 13.7 | 28 | 10.3 | ||
| Engage in sport/ | Yes | 269 | 66.7 | 85 | 64.9 | 184 | 67.6 | 0.30 | −0.03 |
| exercise | No | 134 | 33.3 | 46 | 35.1 | 88 | 32.4 | ||
| Balance gaming | Yes | 302 | 74.9 | 80 | 61.1 | 222 | 81.6 | 19.88** | −0.22 |
| with sleep needs | No | 101 | 25.1 | 51 | 38.9 | 50 | 18.4 | ||
| Eat healthy | Yes | 262 | 65 | 77 | 58.8 | 185 | 68 | 3.32 | −0.09 |
| foods | No | 141 | 35 | 54 | 41.2 | 87 | 32 | ||
| Maintain | Yes | 360 | 89.3 | 111 | 84.7 | 249 | 91.5 | 4.30* | −0.10 |
| Personal hygiene | No | 43 | 10.7 | 20 | 15.3 | 23 | 8.5 | ||
| Maintain sanitary | Yes | 365 | 90.6 | 113 | 86.3 | 252 | 92.6 | 4.22* | −0.10 |
| Living conditions | No | 38 | 9.4 | 18 | 13.7 | 20 | 7.4 | ||
Note. N = 403 (n = 131 for the problem group, n = 272 for the non-problem group). Phi statistic is for problem gamers compared to non-problem gamers.
*p <.05. **p <.01.
Hierarchical Logistic Regression Analysis for Variables Predicting Problem Gaming in the Current Sample.
| Predictor Variables | B | SE | Wald χ 2 | df | p | OR | 95 % CI OR | Cox & Snell R2 | Nagelkerke R2 | Chi-Square | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| LL | UL | ||||||||||
| Step 1 | |||||||||||
| Model 1 | 0.00 | 0.01 | 1.45 | ||||||||
| Constant | −0.37 | 0.32 | 1.32 | 1 | 0.25 | 0.69 | |||||
| Gender | −0.27 | 0.22 | 1.43 | 1 | 0.23 | 0.77 | 0.49 | 1.19 | |||
| Step 2 | |||||||||||
| Model 2 | 0.03 | 0.04 | 11.12 | ||||||||
| Constant | 0.62 | 0.45 | 1.88 | 1 | 0.17 | 1.86 | |||||
| Gender | −0.18 | 0.23 | 0.64 | 1 | 0.42 | 0.83 | 0.53 | 1.30 | |||
| Total Protective Factors | −0.19 | 0.06 | 9.52 | 1 | 0.00** | 0.83 | 0.73 | 0.93 | |||
| Step 3 | |||||||||||
| Model 3 | 0.12 | 0.17 | 51.91 | ||||||||
| Constant | −2.04 | 0.68 | 8.90 | 1 | 0.00** | 0.13 | |||||
| Gender | −0.07 | 0.25 | 0.07 | 1 | 0.79 | 0.94 | 0.58 | 1.52 | |||
| Total Protective Factors | −0.16 | 0.07 | 5.93 | 1 | 0.02* | 0.85 | 0.75 | 0.97 | |||
| MOGQ Escape | 0.10 | 0.04 | 7.51 | 1 | 0.01** | 1.11 | 1.03 | 1.19 | |||
| MOGQ Coping | 0.06 | 0.04 | 1.99 | 1 | 0.16 | 1.06 | 0.98 | 1.16 | |||
| MOGQ Fantasy | 0.04 | 0.03 | 1.19 | 1 | 0.28 | 1.04 | 0.97 | 1.11 | |||
Note. Condition is for problem gamers compared to non-problem gamers. Bolded values reach statistical significance. B = unstandardised beta coefficients. SE = standard error of the coefficients. df = degrees of freedom. p = probability. OR = odds ratio. CI = confidence interval; LL = lower limit; UL = upper limit.
*p <.05. **p <.01.