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Social anxiety and Internet gaming disorder: The role of motives and metacognitions

BACKGROUND AND AIMS: In recent years, Internet Gaming Disorder (IGD) has been recognized as a mental health problem. Although research has found that social anxiety, motives, the preference for online social interactions (POSI), and metacognitions about online gaming are independent predictors of IG...

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Autores principales: Marino, Claudia, Canale, Natale, Vieno, Alessio, Caselli, Gabriele, Scacchi, Luca, Spada, Marcantonio M.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Akadémiai Kiadó 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8943663/
https://www.ncbi.nlm.nih.gov/pubmed/32750032
http://dx.doi.org/10.1556/jba-9-617
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author Marino, Claudia
Canale, Natale
Vieno, Alessio
Caselli, Gabriele
Scacchi, Luca
Spada, Marcantonio M.
author_facet Marino, Claudia
Canale, Natale
Vieno, Alessio
Caselli, Gabriele
Scacchi, Luca
Spada, Marcantonio M.
author_sort Marino, Claudia
collection PubMed
description BACKGROUND AND AIMS: In recent years, Internet Gaming Disorder (IGD) has been recognized as a mental health problem. Although research has found that social anxiety, motives, the preference for online social interactions (POSI), and metacognitions about online gaming are independent predictors of IGD, less is known about their relative contribution to IGD. The aim of the current study was to model the relationship between social anxiety, motives, POSI, metacognitions about online gaming, and IGD. METHODS: Five hundred and forty three Italian gamers who play more than 7 h a week (mean age = 23.9 years; SD = 6.15 years; 82.5% males) were included in the study. The pattern of relationships specified by the theoretical model was examined through path analysis. RESULTS: Results showed that social anxiety was directly associated with four motives (escape, coping, fantasy, and recreation), POSI, and positive and negative metacognitions about online gaming, and IGD. The Sobel test showed that negative metacognitions about online gaming played the strongest mediating role in the relationship between social anxiety and IGD followed by escape, POSI, and positive metacognitions. The model accounted for 54% of the variance for IGD. DISCUSSION AND CONCLUSIONS: Overall, our findings show that, along with motives and POSI, metacognitions about online gaming may play an important role in the association between social anxiety and IGD. The clinical and preventive implications of these findings are discussed.
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spelling pubmed-89436632022-04-08 Social anxiety and Internet gaming disorder: The role of motives and metacognitions Marino, Claudia Canale, Natale Vieno, Alessio Caselli, Gabriele Scacchi, Luca Spada, Marcantonio M. J Behav Addict Full-Length Report BACKGROUND AND AIMS: In recent years, Internet Gaming Disorder (IGD) has been recognized as a mental health problem. Although research has found that social anxiety, motives, the preference for online social interactions (POSI), and metacognitions about online gaming are independent predictors of IGD, less is known about their relative contribution to IGD. The aim of the current study was to model the relationship between social anxiety, motives, POSI, metacognitions about online gaming, and IGD. METHODS: Five hundred and forty three Italian gamers who play more than 7 h a week (mean age = 23.9 years; SD = 6.15 years; 82.5% males) were included in the study. The pattern of relationships specified by the theoretical model was examined through path analysis. RESULTS: Results showed that social anxiety was directly associated with four motives (escape, coping, fantasy, and recreation), POSI, and positive and negative metacognitions about online gaming, and IGD. The Sobel test showed that negative metacognitions about online gaming played the strongest mediating role in the relationship between social anxiety and IGD followed by escape, POSI, and positive metacognitions. The model accounted for 54% of the variance for IGD. DISCUSSION AND CONCLUSIONS: Overall, our findings show that, along with motives and POSI, metacognitions about online gaming may play an important role in the association between social anxiety and IGD. The clinical and preventive implications of these findings are discussed. Akadémiai Kiadó 2020-07-23 2020-10 /pmc/articles/PMC8943663/ /pubmed/32750032 http://dx.doi.org/10.1556/jba-9-617 Text en © 2020 The Author(s) https://creativecommons.org/licenses/by-nc/4.0/Open Access statement. This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (https://creativecommons.org/licenses/by-nc/4.0/), which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited, a link to the CC License is provided, and changes – if any – are indicated.
spellingShingle Full-Length Report
Marino, Claudia
Canale, Natale
Vieno, Alessio
Caselli, Gabriele
Scacchi, Luca
Spada, Marcantonio M.
Social anxiety and Internet gaming disorder: The role of motives and metacognitions
title Social anxiety and Internet gaming disorder: The role of motives and metacognitions
title_full Social anxiety and Internet gaming disorder: The role of motives and metacognitions
title_fullStr Social anxiety and Internet gaming disorder: The role of motives and metacognitions
title_full_unstemmed Social anxiety and Internet gaming disorder: The role of motives and metacognitions
title_short Social anxiety and Internet gaming disorder: The role of motives and metacognitions
title_sort social anxiety and internet gaming disorder: the role of motives and metacognitions
topic Full-Length Report
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8943663/
https://www.ncbi.nlm.nih.gov/pubmed/32750032
http://dx.doi.org/10.1556/jba-9-617
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