2022
DOI: 10.1007/s41347-022-00272-4
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Metacognition, Desire Thinking and Craving in Problematic Video Game Use

Abstract: Gaming addiction is now a prevalent and persistent phenomenon in modern society. This study aimed to assess the metacognitive model of desire thinking and craving in explaining problematic video game use and to examine the role that specific motives for gaming have towards positive metacognitions about desire thinking. A sample of participants (N = 186) aged between 18 and 58 years old, who were primarily male (81.8%), played online games and met the inclusion criteria for Internet gaming disorder, completed a… Show more

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Cited by 8 publications
(6 citation statements)
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“…To be specific, the model posits that positive metacognitions (e.g., the belief that “ online gaming reduces my negative feelings ”) directly motivate individuals to engage in gaming, while negative metacognitions (e.g., the belief that “ online gaming makes me lose control ”) perpetuate gaming engagement by weakening self-regulatory drives and attempts to control behaviours as well as triggering negative emotional states that may become avoidant-type motivators for the escalation into maladaptive behaviours and eventually addiction. Furthermore, evidence has shown that these metacognitions are associated with increased negative affect as well as craving for engagement in addictive behaviours ( Bonner, Allen, Katsikitis, Love, & Kannis-Dymand, 2022 ). Thus, metacognitions should be expected to be the antecedent of addictive behaviours and negative emotional experiences and/or disorders.…”
Section: Introductionmentioning
confidence: 99%
“…To be specific, the model posits that positive metacognitions (e.g., the belief that “ online gaming reduces my negative feelings ”) directly motivate individuals to engage in gaming, while negative metacognitions (e.g., the belief that “ online gaming makes me lose control ”) perpetuate gaming engagement by weakening self-regulatory drives and attempts to control behaviours as well as triggering negative emotional states that may become avoidant-type motivators for the escalation into maladaptive behaviours and eventually addiction. Furthermore, evidence has shown that these metacognitions are associated with increased negative affect as well as craving for engagement in addictive behaviours ( Bonner, Allen, Katsikitis, Love, & Kannis-Dymand, 2022 ). Thus, metacognitions should be expected to be the antecedent of addictive behaviours and negative emotional experiences and/or disorders.…”
Section: Introductionmentioning
confidence: 99%
“…This result aligns with previous work suggesting that individuals with at-risk gaming behaviors mentally elaborate their gaming behaviors more frequently (e.g., when studied as a sub-facet of desire thinking; Dragan & Grajewski, 2021 ). However, previous studies investigating gaming-related desire thinking have explored the trait-like tendency of desire thinking ( Bonner et al., 2022 ; Brandtner & Brand, 2021 ; Dragan & Grajewski, 2021 ). Thus, this is the first study showing that imaginal desire thinking, which in this case can be understood as a state measure assessing the intensity of elaboration in everyday life, might be more prevalent among individuals with at-risk gaming behavior compared to casual gamers.…”
Section: Discussionmentioning
confidence: 99%
“…As for the context of gaming, a range of correlational studies support the relevance of mental imagery for gaming disorder when investigated as a facet of desire thinking ( Caselli & Spada, 2015 ). As such, desire thinking is associated with gaming disorder symptoms ( Aydın et al., 2022 ; Byrne, Allen, Stavropouios, & Kannis-Dymand, 2022 ), craving for gaming ( Bonner, Allen, Katsikitis, Love, & Kannis-Dymand, 2022 ; Brandtner & Brand, 2021 ), and decisions for gaming despite conflicting activities ( Brandtner, Wegmann, & Brand, 2020 ). Although accumulating research on the relief-oriented pathway suggests that desire thinking might be initiated as a coping mechanism in response to psychological discomfort such as stress, anxiety, or depressive mood and the context of addictive behaviors ( Fernie et al., 2014 ; Khosravani, Spada, Sharifi Bastan, & Samimi Ardestani, 2022 ; Sharifi Bastan, Spada, Khosravani, & Samimi Ardestani, 2022 ; Solem et al., 2020 ; Thomas, Katsikitis, Allen, & Kannis-Dymand, 2020 ) and gaming ( Aydın et al., 2022 ; Brandtner & Brand, 2021 ; Dragan & Grajewski, 2021 ), no study has investigated whether imaginal desire thoughts might function as coping mechanisms in the first place, or whether this functionality develops with the progression of problematic gaming.…”
Section: Introductionmentioning
confidence: 99%
“…In reference to the focal country of the study, we observe: Australia -three articles (10, 22,31); Croatia -one article (39); Finland -one article (20); Germany -two articles (9, 47); Hungary -one article (23); Italy -three articles (13,14,51); Japan -one article (30); Malaysia -one article (41); Netherlands -two articles (28,38); Poland -two articles (34,36); Singapore -one article (42); South Korea -one article (40); Spain -one article (33); Sweden -two articles (37, 45); Switzerland -one article (7); Taiwan -three articles (11,12,52); The United States of America -four articles (43,44,48,49); Multiple countries -five articles (21,24,29,46,50).…”
Section: Countrymentioning
confidence: 99%