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What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases

Online video gaming is now widely considered an activity possibly related to addictive behaviors, so that the diagnosis of Internet Gaming Disorder (IGD) is now included both in DSM-5 and ICD-11; however, there is still debate about some specific features of such disorder. One debated aspect is time...

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Autores principales: Triberti, Stefano, Milani, Luca, Villani, Daniela, Grumi, Serena, Peracchia, Sara, Curcio, Giuseppe, Riva, Giuseppe
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6251976/
https://www.ncbi.nlm.nih.gov/pubmed/30505925
http://dx.doi.org/10.1016/j.abrep.2018.06.003
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author Triberti, Stefano
Milani, Luca
Villani, Daniela
Grumi, Serena
Peracchia, Sara
Curcio, Giuseppe
Riva, Giuseppe
author_facet Triberti, Stefano
Milani, Luca
Villani, Daniela
Grumi, Serena
Peracchia, Sara
Curcio, Giuseppe
Riva, Giuseppe
author_sort Triberti, Stefano
collection PubMed
description Online video gaming is now widely considered an activity possibly related to addictive behaviors, so that the diagnosis of Internet Gaming Disorder (IGD) is now included both in DSM-5 and ICD-11; however, there is still debate about some specific features of such disorder. One debated aspect is time spent playing: IGD gamers certainly play a high amount of time, but, on the other hand, also highly-engaged individuals or people working with video games (e.g.: eSports professional players) may play a lot without developing IGD. The literature agrees on the importance of deepening the role of time spent playing video games in IGD, to understand if it can be considered a symptom useful for the diagnosis, or not: one possibility is that time spent playing is not important in an absolute sense, but relatively to specific day phases. The present research involved 133 participants to test the relationship between average time spent playing over day phases (morning, afternoon, night; week, weekend days), age, game preferences and IGD. IGD score positively predicted time spent playing during weekend mornings, which are a day phase usually dedicated to other activities. Instead, time spent playing during afternoon was negatively predicted by age, according to this day phase being more related to youngsters' spare time, while night playing was related to preference for game genres which need dedicated time to organize multi-playing. Discussion deals with the utility of these preliminary results for future, more systematic research on IGD and its distinctive symptoms.
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spelling pubmed-62519762018-11-30 What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases Triberti, Stefano Milani, Luca Villani, Daniela Grumi, Serena Peracchia, Sara Curcio, Giuseppe Riva, Giuseppe Addict Behav Rep Virtual Special Section on Internet Gaming Disorder Online video gaming is now widely considered an activity possibly related to addictive behaviors, so that the diagnosis of Internet Gaming Disorder (IGD) is now included both in DSM-5 and ICD-11; however, there is still debate about some specific features of such disorder. One debated aspect is time spent playing: IGD gamers certainly play a high amount of time, but, on the other hand, also highly-engaged individuals or people working with video games (e.g.: eSports professional players) may play a lot without developing IGD. The literature agrees on the importance of deepening the role of time spent playing video games in IGD, to understand if it can be considered a symptom useful for the diagnosis, or not: one possibility is that time spent playing is not important in an absolute sense, but relatively to specific day phases. The present research involved 133 participants to test the relationship between average time spent playing over day phases (morning, afternoon, night; week, weekend days), age, game preferences and IGD. IGD score positively predicted time spent playing during weekend mornings, which are a day phase usually dedicated to other activities. Instead, time spent playing during afternoon was negatively predicted by age, according to this day phase being more related to youngsters' spare time, while night playing was related to preference for game genres which need dedicated time to organize multi-playing. Discussion deals with the utility of these preliminary results for future, more systematic research on IGD and its distinctive symptoms. Elsevier 2018-06-22 /pmc/articles/PMC6251976/ /pubmed/30505925 http://dx.doi.org/10.1016/j.abrep.2018.06.003 Text en © 2018 The Authors http://creativecommons.org/licenses/by-nc-nd/4.0/ This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
spellingShingle Virtual Special Section on Internet Gaming Disorder
Triberti, Stefano
Milani, Luca
Villani, Daniela
Grumi, Serena
Peracchia, Sara
Curcio, Giuseppe
Riva, Giuseppe
What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases
title What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases
title_full What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases
title_fullStr What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases
title_full_unstemmed What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases
title_short What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases
title_sort what matters is when you play: investigating the relationship between online video games addiction and time spent playing over specific day phases
topic Virtual Special Section on Internet Gaming Disorder
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6251976/
https://www.ncbi.nlm.nih.gov/pubmed/30505925
http://dx.doi.org/10.1016/j.abrep.2018.06.003
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