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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...

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Autores principales: Hu, Elwin, Stavropoulos, Vasileios, Anderson, Alastair, Scerri, Matthew, Collard, James
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2018
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.
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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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