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result(s) for
"Problematic gaming"
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Psychometric Properties of the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF): Systematic Review
by
Pontes, Halley M
,
Pakpour, Amir H
,
Tsang, Hector W H
in
Age differences
,
Clinical assessment
,
Clinical psychologists
2021
The Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) is among the best with regard to its psychometric properties. Therefore, clinical psychologists are likely guided to use the IGDS9-SF if they want to assess or screen the disordered gaming in their practice. However, the information, especially psychometric evidence, concerning the IGDS9-SF has not been fully examined and summarized.
This systematic review evaluated the psychometric properties of different language versions of the IGDS9-SF and assessed its methodological quality in order to improve the clinicians' understanding of the IGDS9-SF and facilitate its use.
Systematic literature searches were carried out using Embase, MEDLINE, PsycINFO, PubMed, ScienceDirect, Scopus, and Web of Science. The review included English-language studies of any research design that have reported at least one psychometric property of the IGDS9-SF, as defined by the COnsensus-based Standards for the selection of health status Measurement INstrument (COSMIN), and have aimed at testing the psychometric properties of the IGDS9-SF.
In total, 21 studies comprising 15 language versions of the IGDS9-SF were included. Overall, the IGDS9-SF showed adequate internal consistency (although some items did not have satisfactory item-total correlation [IT]), excellent criterion validity, and the ability to distinguish different subgroups with measurement invariance being supported across gender and age. In terms of factor structure, the IGDS9-SF was shown to have a unidimensional factor structure across all 21 studies.
Although there is insufficient evidence regarding the responsiveness and properties of the IGDS9-SF using item response theory, the existing evidence supports its use in assessing disordered gaming among individuals.
Journal Article
The Associations Between Gaming Motivation and Internet Gaming Disorder: Systematic Review and Meta-analysis
2022
There has been a surge in interest in examining internet gaming disorder (IGD) and its associations with gaming motivation. Three broad components of gaming motivation have been proposed: achievement, immersion, and social. Achievement-oriented players are motivated by gaining in-game rewards, immersion-oriented players are motivated by the experience of immersion in the virtual world, and social-oriented players are motivated by the need to socialize with other players through gaming.
This study aimed to (1) quantitatively synthesize the growing body of literature to systematically examine the discrepancies in the magnitude of associations between various components of gaming motivation and IGD and (2) examine the moderating role of cultural dimension on the association between escapism gaming motivation and IGD.
We conducted a systematic search of multiple databases between 2002 and 2020. Studies were included if they (1) included quantitative data, (2) used measures assessing both gaming motivation and IGD, and (3) contained sufficient information for effect size calculation.
The findings revealed IGD to have a stronger association with achievement motivation (r=0.32) than with immersion (r=0.22) or social motivation (r=0.20), but the strongest such association was found to be with escapism motivation (r=0.40), a subcomponent of immersion motivation. Our cross-cultural comparison further showed a stronger association between escapism motivation and IGD in studies conducted in individualistic (vs collectivistic) regions.
This meta-analysis highlights the importance of acknowledging the discrepancies among different components of gaming motivation with respect to their role in the development of IGD, as well as the potential cultural variations in the strength of such associations.
Journal Article
When addiction symptoms and life problems diverge: a latent class analysis of problematic gaming in a representative multinational sample of European adolescents
by
Kardefelt-Winther, Daniel
,
Michelle Colder Carras
in
Addictions
,
Adolescents
,
Child & adolescent psychiatry
2018
The proposed diagnosis of Internet gaming disorder (IGD) in DSM-5 has been criticized for “borrowing” criteria related to substance addiction, as this might result in misclassifying highly involved gamers as having a disorder. In this paper, we took a person-centered statistical approach to group adolescent gamers by levels of addiction-related symptoms and gaming-related problems, compared these groups to traditional scale scores for IGD, and checked how groups were related to psychosocial well-being using a preregistered analysis plan. We performed latent class analysis and regression with items from IGD and psychosocial well-being scales in a representative sample of 7865 adolescent European gamers. Symptoms and problems matched in only two groups: an IGD class (2.2%) having a high level of symptoms and problems and a Normative class (63.5%) having low levels of symptoms and problems. We also identified two classes comprising 30.9% of our sample that would be misclassified based on their report of gaming-related problems: an Engaged class (7.3%) that seemed to correspond to the engaged gamers described in previous literature, and a Concerned class (23.6%) reporting few symptoms but moderate to high levels of problems. Our findings suggest that a reformulation of IGD is needed. Treating Engaged gamers as having IGD when their poor well-being might not be gaming related may delay appropriate treatment, while Concerned gamers may need help to reduce gaming but would not be identified as such. Additional work to describe the phenomenology of these two groups would help refine diagnosis, prevention and treatment for IGD.
Journal Article
The role of attachment anxiety and intolerance of uncertainty in gaming during adolescence: A two-wave longitudinal study
by
Giardina, Alessandro
,
Marino, Claudia
,
Bottesi, Gioia
in
Addictive behaviors
,
Adolescence
,
Adolescent
2025
Adolescents with attachment anxiety can compensate via gaming for their unmet needs of closeness, reassurance, and emotion regulation. However, individual factors linking attachment anxiety to compensation via gaming are still unclear. In this two-wave longitudinal study (Wave 1, W1 = baseline; Wave 2, W2 = 6 months later), we aimed to determine whether intolerance of uncertainty (IU) mediates the link between attachment anxiety and gaming behaviours (gaming compensation, gaming frequency, and problematic gaming). Online questionnaires were administered to Italian adolescent gamers (N = 570; Mage = 15.60; SDage = 1.56; 68.8 % males). First, via path analyses, we tested whether attachment anxiety towards mother and father (W1) and IU (W1) would predict gaming behaviours (W2). Second, we tested whether IU would mediate the link between attachment anxiety and gaming compensation specifically. Multigroup analysis was used to explore gender differences. We found that attachment anxiety towards the mother and father was positively associated with IU, whereas attachment anxiety towards only the mother predicted gaming compensation at W2 both directly and via IU. Moreover, IU positively predicted gaming compensation and problematic gaming at W2. Multigroup analysis further revealed that for females, attachment anxiety towards the mother positively predicted gaming compensation at W2. Findings revealed small/modest effect sizes. Overall, attachment anxiety and IU may boost individuals to compensate via gaming, increasing the risk of problematic gaming. These results hold implications for future prevention interventions, emphasizing the quality of the parent-child relationship and IU as potential targets to foster adaptive coping strategies in adolescence.
•We longitudinally tested individual dimensions linked to adolescent gaming behaviours•Attachment anxiety (AA) was positively associated with intolerance of uncertainty (IU)•AA towards the mother predicted gaming compensation directly and indirectly via IU•IU positively predicted gaming compensation and problematic gaming (PG)•AA and IU may drive individuals to compensate via gaming, increasing the risk of PG
Journal Article
A Systematic Review of the Co-occurrence of Gaming Disorder and Other Potentially Addictive Behaviors
by
Kuss, Daria J.
,
Stavropoulos, Vasileios
,
Burleigh, Tyrone L.
in
Addictions
,
Addictive behaviors
,
Behavior
2019
Purpose of Review
The playing of videogames has become an everyday occurrence among many adolescents and emerging adults. However, gaming can be problematic and potentially addictive and problematic gamers can experience co-occurring behavioral or substance use-related problems. The aims of the present review were to (i) determine the co-occurrence of potentially addictive behaviors with problematic and disordered gaming, and (ii) elucidate the potential risk factors in the development and maintenance of co-occurrence within disordered gaming.
Recent Findings
The main findings demonstrated that there are few empirical studies (
N
= 20) examining (i) co-occurrence of gaming disorder with other addictive behaviors; (ii) longitudinal risk of disordered gaming with co-occurring addictive behaviors; and (iii) mechanisms of co-occurrence in disordered gaming with co-occurring potentially addictive behaviors. Results suggest that disordered gaming can co-occur with a variety of other addictive behaviors (e.g., alcohol use disorder or addictive use of social media), and that research into the co-occurrence of addictive behaviors and substance use is increasing.
Summary
Based on this systematic review, findings suggest that gamers engage in a number of potentially addictive behaviors and substance use which can have detrimental effects on health and wellbeing. While a majority of the reviewed studies consider prevalence rates from a range of geographical locations, there are fewer papers which investigate individual and environmental risk factors.
Journal Article
Measuring cue-elicited responding in the context of gaming and online shopping: Validity and reliability of a short Pavlovian-to-instrumental transfer paradigm
by
Steins-Loeber, Sabine
,
Schaar, Patricia
,
Gut, Ferdinand
in
631/477/2811
,
692/699/476/5
,
Addictions
2025
Cue-elicited habits are considered relevant in the development and maintenance of addictive behaviors. To investigate this mechanism in online shopping and gaming, this study developed and evaluated a short Pavlovian-to-instrumental transfer (PIT) paradigm with gaming- and shopping-related cues and a devaluation procedure. Additionally, the retest reliability of this short PIT paradigm was assessed. A sample with game use (
N
= 32) and a sample with use of shopping websites (
N
= 31) performed the PIT paradigm twice and an Approach-Avoidance Task in between. During both sessions of the PIT paradigm, either the gaming- or shopping-related reward (depending on the sample) was devalued by eliminating its availability. While gaming-related cues enhanced responding for the gaming-related reward (gaming PIT effect), shopping-related cues triggered responding for the shopping-related reward (shopping PIT effect). This cue-elicited responding was reduced, but not eliminated, after devaluation, which might indicate habit-like responding. Furthermore, subgroup analyses revealed similar responding towards cues displaying favorite and non-favorite games/shopping websites. The magnitudes of the PIT effects demonstrated moderate stability. Although replication in clinical samples and over longer time intervals is warranted, our PIT paradigm may enable a reliable and economic assessment of cue-elicited responding in the context of gaming and online shopping.
Journal Article
Press Play to Feel: The Role of Attachment Styles and Alexithymic Features in Problematic Gaming
by
Santoro, Gianluca
,
Melita, Alessandra
,
Scalone, Andrea
in
Addictive behaviors
,
Alexithymia
,
Attachment
2023
Problematic gaming has been consistently associated with insecure attachment styles and alexithymia. However, there is limited knowledge regarding the impact of specific alexithymic features and insecure attachment styles on problematic gaming. The study included a sample of 358 online game players (242 males, 67.6%) between the ages of 18 and 59 (M = 28.46; SD = 8.76) who were recruited from online gaming communities. The participants completed a sociodemographic schedule and measures on attachment styles, alexithymia, and problematic gaming. The results provide evidence for a positive prediction of problematic gaming by dismissing attachment style and the alexithymic factors concerning the difficulty identifying feelings and externally oriented thinking, even when controlling for potentially confounding factors, such as age, sex, education, marital status, and self-reported time devoted to online games. Additionally, the analysis revealed a significant interaction effect between externally oriented thinking and dismissing attachment style in the prediction of problematic gaming. The interaction implies that the alexithymia factors pertaining to externally oriented thinking hold significant relevance in predicting problematic gaming behaviors, especially in cases where dismissive attachment levels are moderately to highly present. These findings emphasize the significance of considering specific insecure attachment styles and alexithymic features when studying problematic gaming behaviors.
Journal Article
Problematic Internet Use among Adults: A Cross-Cultural Study in 15 Countries
by
Demetrovics, Zsolt
,
Lelonek-Kuleta, Bernadeta
,
Männikkö, Niko
in
Addictive behaviors
,
Adults
,
Anxiety
2023
Background: The present study compared adult usage patterns of online activities, the frequency rate of problematic internet use (PIU), and risk factors (including the psychopathology associated with PIU, i.e., distress and impulsivity) among adults in 15 countries from Europe, America, and Asia. Methods: A total of 5130 adults from Belgium, Finland, Germany, Italy, Spain, France, Switzerland, Hungary, Poland, UK, Norway, Peru, Canada, US, and Indonesia completed an online survey assessing PIU and a number of psychological variables (i.e., depression, anxiety, stress, and impulsivity). The sample included more females, with a mean age of 24.71 years (SD = 8.70). Results: PIU was slightly lower in European countries (rates ranged from 1.1% in Finland to 10.1% in the UK, compared to 2.9% in Canada and 10.4% in the US). There were differences in specific PIU rates (e.g., problematic gaming ranged from 0.4% in Poland to 4.7% in Indonesia). Regression analyses showed that PIU was predicted by problematic social networking and gaming, lack of perseverance, positive urgency, and depression. Conclusions: The differences in PIU between countries were significant for those between continental regions (Europe versus non-European countries). One of the most interesting findings is that the specific PIU risks were generally low compared to contemporary literature. However, higher levels of PIU were present in countries outside of Europe, although intra-European differences existed.
Journal Article
The validation and reliability of a Japanese version of the Problematic Online Gaming Questionnaire (POGQ-J)
2021
Background
The Problematic Online Gaming Questionnaire (POGQ) is an 18-item self-rated measure designed to assess the degree of problematic online gaming. This study translated the POGQ into Japanese (POGQ-J) and examined the POGQ-J’s factor structure, validity, and reliability for a Japanese population.
Method
A total of 285 undergraduate students (128 males, 157 females,
M
age
= 19.66,
SD
= 1.36) participated in this study.
Results
A confirmatory factor analysis indicated the appropriateness of the POGQ-J’s six-factor structure,
χ
2
(129) = 106.027,
p
< .931;
CFI
= .957;
RMSEA
= .040;
SRMR
= .054. Regarding convergent validity, the POGQ-J was found to be related to the time spent on online gaming (
r
= .309), the Game Addiction Scale for Adolescents (
r
= .824), and Young’s Internet Addiction Test (
r
= .581). Finally, the POGQ-J was found to have a high test–retest reliability.
Conclusions
The POGQ-J is valid and reliable for assessing problematic online gaming in a Japanese population.
Journal Article
Gender differences in problematic gaming among Chinese adolescents and young adults
2025
Background
This study aimed to evaluate the prevalence of problematic gaming among Chinese adolescents and young adults (CAYAs) and identify potential gender-specific risk variables.
Methods
6,014 CAYAs were selected for this cross-sectional study using online convenience sampling. To evaluate their sociodemographic qualities, gaming practices, problematic gaming (as measured by the Video Game Dependency Scale), gaming motivations, and personality traits (as measured by the Chinese Big Five Personality Inventory abbreviated version), participants filled out a self-report questionnaire. To identify the common and distinct variables associated with problematic gaming, stepwise logistic regression analyses were conducted independently for males and females.
Results
The study comprised 5,593 CAYAs in all (3326 males and 2267 females). Males were more likely than females to have problematic gaming (21.5% vs. 14.1%,
p
< 0.001). Problematic gaming among male and female CAYAs was substantially correlated with gaming patterns (monthly spending, daily time), gaming motivations (escaping reality, sensation seeking), and personality traits (conscientiousness, neuroticism). Additionally, among male CAYAs, problematic gaming was linked to the family structure of being an only child (OR: 0.715, 95%CI: 0.588–0.869,
p
= 0.001), lower than undergraduate (OR: 0.735, 95%CI: 0.603–0.896,
P
= 0.002), and the gaming motivation for coping with negative emotion ((N vs. Y, OR: 0.794, 95%CI: 0.653–0.965,
p
= 0.021). Problematic gaming was independently linked to the BRS gaming genre among female CAYAs (OR: 4.989, 95%CI: 2.728–9.125,
p
< 0.001). Female CAYAs with problematic gaming exhibit distinct characteristics.
Conclusions
Compared to female CAYAs, problematic gaming is much more common among male CAYAs. Cross-gender risks in gaming include extended playtime, excessive spending, high neuroticism, and low conscientiousness. Highly educated singles are at higher risk of problematic gaming. Playing BRS games was a specific risk factor for females. This study revealed significant gender disparities in the prevalence and risk factors of problematic gaming among CAYAs, underscoring the significance of gender-specific screening and interventions for CAYAs to prevent problematic gaming and its negative effects.
Clinical trial number
Not applicable.
Journal Article