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Internet gaming disorder: Feeling the flow of social games
INTRODUCTION: Gaming Disorder (GD) was added to the recent publication of the International Classification of Diseases (ICD-11) by the World Health Organization. This aligns with recommendations of the fifth edition of the Diagnostic Statistical Manual for Mental Disorders (DSM-5), issued by the Ame...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Elsevier
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6541905/ https://www.ncbi.nlm.nih.gov/pubmed/31193693 http://dx.doi.org/10.1016/j.abrep.2018.10.004 |
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author | Hu, Elwin Stavropoulos, Vasileios Anderson, Alastair Scerri, Matthew Collard, James |
author_facet | Hu, Elwin Stavropoulos, Vasileios Anderson, Alastair Scerri, Matthew Collard, James |
author_sort | Hu, Elwin |
collection | PubMed |
description | INTRODUCTION: Gaming Disorder (GD) was added to the recent publication of the International Classification of Diseases (ICD-11) by the World Health Organization. This aligns with recommendations of the fifth edition of the Diagnostic Statistical Manual for Mental Disorders (DSM-5), issued by the American Psychiatric Association. Accordingly, further relevant research has been invited. The interplay between preference for online social game genres, the degree of online Flow (or immersive pleasure) experienced, and the gamer's biological gender were examined here as contributing factors of IGD. METHOD: A normative sample of adult internet gamers was collected online (N = 237, Age = 18–59, Males = 157; 66%; Females = 80; 34%). Participants completed the nine-item Internet Gaming Disorder Scale-Short Form (IGDS-SF9), the Online Flow Questionnaire (OFQ), and also self-reported demographics and internet/gaming behaviours. RESULTS: Mediation and moderated mediation analyses indicated that the level of online Flow experienced considerably mediated the association between the preference for social games genres and the intensity of IGD behaviours across both biological genders. CONCLUSIONS: Results suggest that the level of online Flow experienced constitutes a risk factor in relation to the development of IGD. Furthermore, games which mandate social interaction with others present to be conducive to online Flow, and thus enhancing IGD risk irrespective of the biological gender of the gamer. Implications and limitations of the study are discussed. |
format | Online Article Text |
id | pubmed-6541905 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | Elsevier |
record_format | MEDLINE/PubMed |
spelling | pubmed-65419052019-06-03 Internet gaming disorder: Feeling the flow of social games Hu, Elwin Stavropoulos, Vasileios Anderson, Alastair Scerri, Matthew Collard, James Addict Behav Rep Virtual Special Section on ‘Internet Gaming Disorder’ INTRODUCTION: Gaming Disorder (GD) was added to the recent publication of the International Classification of Diseases (ICD-11) by the World Health Organization. This aligns with recommendations of the fifth edition of the Diagnostic Statistical Manual for Mental Disorders (DSM-5), issued by the American Psychiatric Association. Accordingly, further relevant research has been invited. The interplay between preference for online social game genres, the degree of online Flow (or immersive pleasure) experienced, and the gamer's biological gender were examined here as contributing factors of IGD. METHOD: A normative sample of adult internet gamers was collected online (N = 237, Age = 18–59, Males = 157; 66%; Females = 80; 34%). Participants completed the nine-item Internet Gaming Disorder Scale-Short Form (IGDS-SF9), the Online Flow Questionnaire (OFQ), and also self-reported demographics and internet/gaming behaviours. RESULTS: Mediation and moderated mediation analyses indicated that the level of online Flow experienced considerably mediated the association between the preference for social games genres and the intensity of IGD behaviours across both biological genders. CONCLUSIONS: Results suggest that the level of online Flow experienced constitutes a risk factor in relation to the development of IGD. Furthermore, games which mandate social interaction with others present to be conducive to online Flow, and thus enhancing IGD risk irrespective of the biological gender of the gamer. Implications and limitations of the study are discussed. Elsevier 2018-10-24 /pmc/articles/PMC6541905/ /pubmed/31193693 http://dx.doi.org/10.1016/j.abrep.2018.10.004 Text en © 2018 Published by Elsevier Ltd. 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’ Hu, Elwin Stavropoulos, Vasileios Anderson, Alastair Scerri, Matthew Collard, James Internet gaming disorder: Feeling the flow of social games |
title | Internet gaming disorder: Feeling the flow of social games |
title_full | Internet gaming disorder: Feeling the flow of social games |
title_fullStr | Internet gaming disorder: Feeling the flow of social games |
title_full_unstemmed | Internet gaming disorder: Feeling the flow of social games |
title_short | Internet gaming disorder: Feeling the flow of social games |
title_sort | internet gaming disorder: feeling the flow of social games |
topic | Virtual Special Section on ‘Internet Gaming Disorder’ |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6541905/ https://www.ncbi.nlm.nih.gov/pubmed/31193693 http://dx.doi.org/10.1016/j.abrep.2018.10.004 |
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