In recent years, problematic and addictive gaming has been a phenomenon of growing concern worldwide. In light of the increasing awareness about this issue, the latest Introduction Internet Gaming DisorderEver since Griffiths (1995) coined the term 'technological addictions', research in this field has grown considerably, especially in the area of addiction to videogames and Massively Multiplayer Online Role-Playing Games (MMORPGs) (Carbonell, Guardiola, Beranuy, & Bellés, 2009). In light of increasing awareness and empirical research into this issue in North America, Europe and Asia, the American Psychiatric (iv) unsuccessful attempts to control participation in internet games; (v) loss of interest in previous hobbies as a result of, and with the exception of, internet games; (vi) continued excessive use of internet games despite knowledge of the resulting psychosocial problems; (vii) deceiving family members, therapists and others with regard to the amount of internet gaming; (viii) use of internet games to escape from or reduce negative moods; and (ix) jeopardizing or losing a significant relationship, job or educational opportunity due to online gaming (APA, 2013). An individual who endorses five or more of these criteria over a period of 12 months is considered to be a disordered gamer. Griffiths (2005) has argued that while there are always some idiosyncratic differences between addictive behaviors, there are six common components that comprise both chemical and behavioral addictions (i.e., salience, mood modification, tolerance, withdrawal symptoms, conflict and relapse). As has been noted previously (Griffiths, King, & Demetrovics, 2014), the nine IGD criteria correspond to the six components proposed in Griffiths' addiction model (2005). Support for the model comes from a number of studies that have developed and validated behavioral addiction scales and instruments using the six components for behaviors such as exercise addiction (Terry et al., 2004), shopping (Andreassen et al., 2015), gaming addiction (Lemmens et al., 2009), work addiction (Andreassen et al., 2012a), internet addiction (Kuss et al., 2014), and social networking addiction (Andreassen et al., 2012b). Disorder Test (IGD-20 Test), a 20-item scale designed to assess IGD.Psychometric analyses of the IGD-20 Test displayed good results in terms of both validity and reliability. In addition, the results obtained from the model showed an acceptable degree of fit with confirmatory factor analysis (CFA), lending support to the test's factorial validity. More specifically, the test's criterion validity and concurrent validity were justified via the significant correlations existing between IGD-20 test results and (i) hours of weekly game play and (ii) the nine criteria for IGD in the DSM-5. Assessment of problematic gamingThe assessment of problematic gaming has received extensive scholarly attention and has been subject to numerous debates due to the current unofficial status of this condition and the more general negative me...
Passion represents one of the factors involved in online video gaming. However, it remains unclear how passion affects the way gamers are involved in massively multiplayer online role-playing games (MMORPGs). The objective of the present study was to analyze the relationships between passions and motivations for online game playing. A total of 410 MMORPG players completed an online questionnaire including motives for gaming and the Passion Scale. Results indicated that passionate gamers were interested in relating with others through the game and exhibited a high degree of interest in discovery of the game, gaining leadership and prestige but little interest in escape from reality. However, some differences were observed with respect to the role of the two types of passion in the different types of motivation. Specifically, harmonious passion (HP) predicted higher levels of exploration, socialization, and achievement, in that order, while obsessive passion (OP) predicted higher levels of dissociation, achievement, and socialization. The present findings suggest that HP and OP predict different ways of engaging in MMORPGs and confirm that passion is a useful construct to help understand different motivational patterns demonstrated by MMORPG players.
Background and aims: Fear of missing out (FoMO) is described as a pervasive unpleasant sensation that others might be having rewarding experiences of which one is not part, as well as the desire to stay continually connected with what others are doing. It has shown to play an important mediating role in predicting negative outcomes of heavy use of these networks. The aim of the present study was to analyze the different profiles found among users. Methods: 5,280 Spanish speaking social media users from Latin America replied in an online survey to the Spanish version of the FoMO scale, to a short set of questionnaires on online social network use (frequency, intensity and type of access) and indicators of mobile phone addiction. Results: FoMO correlated with the number of different networks used and with all indicators of social network use and mobile phone addiction. Using a Latent Profile Analysis, four classes of users were identified: low-engagement light users, high-engagement heavy users, high-engagement low-risk users, and high-engagement high-risk users; individuals from the fourth class can be considered at risk for developing addiction to online social networks (7.6 % of the sample). Discussion: Accessing the social networks via the mobile phone and presenting addictive behavior seem to be important correlates of FoMO.
Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game's possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.
Casual videogames (CVGs), played on smartphones, are becoming increasingly popular, especially among females and adults. Whereas the addictive potential of online (computer) videogames is well-established, there is yet insufficient evidence for Internet gaming disorder (IGD) in mobile gamers and for the mediating role of some mechanisms involved. The aim of this study is to investigate the impact of the frustration of psychological needs on mobile videogamers’ addictive behavior as well as the role of cognitions (game-use expectancies) and behaviors (time spent playing) through a hypothesized serial mediation model, while controlling for important correlates, such as game genre, age, gender and payment during play. A total of 471 mobile game users (211 males) with an average age of 21.73 replied to an online survey containing sociodemographic and game variables, the Need Satisfaction and Frustration Scale (NSFS), the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and a slightly modified version of the Internet Use Expectancies Scale (IUES). The results corroborate the negative effects of need frustration on IGD among mobile gamers and clarify the role of time spent playing and game-use expectancies in the development of IGD, highlighting the important role of cognitions in this relationship. We conclude that both the time spent playing and game-use expectancies should be important targets for clinical interventions, even though they are not included in the diagnostic criteria.
Background:The goals of the present work were to retrieve the scientific articles published on addiction to the Internet, video games, and cell phones and to analyze the pattern of publications in this area (who is doing the research, when and where it is taking place, and in which journals it is being published), to determine the research being conducted as well as to document geographical trends in publication over time in three types of technological addictions: Internet, cell phones, and video games.Methods:Articles indexed in PubMed and PsycINFO between 2006 and 2010 related to the pathological use of Internet, cell phones, and video games were retrieved. Search results were reviewed to eliminate articles that were not relevant or were duplicates.Results:Three hundred and thirty valid articles were retrieved from PubMed and PsycINFO from 2006 to 2010. Results were compared with those of 1996–2005. The year with the highest number of articles published was 2008 (n = 96). The most productive countries, in terms of number of articles published, were China (n = 67), the United States (n = 56), the United Kingdom (n = 47), and Taiwan (n = 33). The most commonly used language was English (70.3%), followed by Chinese (15.4%). Articles were published in 153 different journals. The journal that published the most articles was Cyberpsychology and Behavior (n = 73), followed by Chinese Journal of Clinical Psychology (n = 27) and International Journal of Mental Health and Addiction (n = 16). Internet was the area most frequently studied, with an increasing interest in other areas such as online video games and cell phones.Conclusions:The number of publications on technological addictions reached a peak in 2008. The scientific contributions of China, Taiwan, and Korea are overrepresented compared to other scientific fields such as drug addiction. The inclusion of Internet Gaming Disorder in the Diagnostic and Statistical Manual of Mental Disorders, 5th Edition could change the publication trends in the technological addiction area and underline the relevance of this upcoming disorder in dissatisfaction with life in general.
Background and aimsIn recent years, we have witnessed a growing research interest in behavioral addictions and in pleasurable behaviors that generate a certain discomfort in the people who engage in them. The objective of this study was to assess if users of collectible card games, miniatures, and dice from the Star Wars Universe Games (SWUG) may also present criteria of addiction and if the presence of these criteria is related to demographic variables, game-playing habits, and other variables.MethodsSWUG players were contacted through specialized gaming chats, and 218 of them completed the Internet Gaming Disorder Scale – Short Form (IGDS-SF9), a scale that assesses motivation to engage in the game (Massively Multiplayer Online Motivations Scale), the Rosenberg Self-Esteem Questionnaire, the Diener Satisfaction with Life Scale, and a question for the self-assessment of addiction.ResultsSignificant predictors of addictive symptoms were the motivation to seek dissociation and (negatively) self-esteem. Users more significantly dedicate indirect hours to the game (thinking about the game, preparing material, etc.) than to actually playing. No participant could be considered pathologically addicted, as no one scored above the tentative cut-off point of the IGDS-SF9.Discussion and conclusionsDespite the fact that many players considered themselves “addicted” and some presented various economic and family problems related to their activity, it was found that playing these games could not be equated to true addictive behavior, since no player had scores above the cut-off point. This finding contributes to current discussions about the tendency to overestimate excessive pleasurable behaviors.
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