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Metacognition, Desire Thinking and Craving in Problematic Video Game Use

Gaming addiction is now a prevalent and persistent phenomenon in modern society. This study aimed to assess the metacognitive model of desire thinking and craving in explaining problematic video game use and to examine the role that specific motives for gaming have towards positive metacognitions ab...

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Autores principales: Bonner, Jack, Allen, Andrew, Katsikitis, Mary, Love, Steven, Kannis-Dymand, Lee
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer International Publishing 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9393099/
https://www.ncbi.nlm.nih.gov/pubmed/36034539
http://dx.doi.org/10.1007/s41347-022-00272-4
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author Bonner, Jack
Allen, Andrew
Katsikitis, Mary
Love, Steven
Kannis-Dymand, Lee
author_facet Bonner, Jack
Allen, Andrew
Katsikitis, Mary
Love, Steven
Kannis-Dymand, Lee
author_sort Bonner, Jack
collection PubMed
description Gaming addiction is now a prevalent and persistent phenomenon in modern society. This study aimed to assess the metacognitive model of desire thinking and craving in explaining problematic video game use and to examine the role that specific motives for gaming have towards positive metacognitions about desire thinking. A sample of participants (N = 186) aged between 18 and 58 years old, who were primarily male (81.8%), played online games and met the inclusion criteria for Internet gaming disorder, completed an online survey, and the data were cross-sectionally analysed. Specifically, path analysis confirmed that the metacognitive model of desire thinking and craving was predictive of gaming-related cognitions and cravings. Furthermore, an expanded model, which included measures of psychopathology, suggested that anger and anxiety may magnify the driving metacognitive and cognitive processes underlying cravings. Finally, a multiple regression revealed that gaming for escapism, coping and skill development associated with stronger positive metacognitions about desire thinking. The findings of this study reinforced the importance of understanding motive when exploring problematic gaming and provided support for the role of metacognitions about desire thinking in shaping video game use cravings. Such findings could benefit both research and practice in their approach to understanding and intervening on problematic gaming behaviours.
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spelling pubmed-93930992022-08-22 Metacognition, Desire Thinking and Craving in Problematic Video Game Use Bonner, Jack Allen, Andrew Katsikitis, Mary Love, Steven Kannis-Dymand, Lee J Technol Behav Sci Article Gaming addiction is now a prevalent and persistent phenomenon in modern society. This study aimed to assess the metacognitive model of desire thinking and craving in explaining problematic video game use and to examine the role that specific motives for gaming have towards positive metacognitions about desire thinking. A sample of participants (N = 186) aged between 18 and 58 years old, who were primarily male (81.8%), played online games and met the inclusion criteria for Internet gaming disorder, completed an online survey, and the data were cross-sectionally analysed. Specifically, path analysis confirmed that the metacognitive model of desire thinking and craving was predictive of gaming-related cognitions and cravings. Furthermore, an expanded model, which included measures of psychopathology, suggested that anger and anxiety may magnify the driving metacognitive and cognitive processes underlying cravings. Finally, a multiple regression revealed that gaming for escapism, coping and skill development associated with stronger positive metacognitions about desire thinking. The findings of this study reinforced the importance of understanding motive when exploring problematic gaming and provided support for the role of metacognitions about desire thinking in shaping video game use cravings. Such findings could benefit both research and practice in their approach to understanding and intervening on problematic gaming behaviours. Springer International Publishing 2022-08-22 2022 /pmc/articles/PMC9393099/ /pubmed/36034539 http://dx.doi.org/10.1007/s41347-022-00272-4 Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/ Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Article
Bonner, Jack
Allen, Andrew
Katsikitis, Mary
Love, Steven
Kannis-Dymand, Lee
Metacognition, Desire Thinking and Craving in Problematic Video Game Use
title Metacognition, Desire Thinking and Craving in Problematic Video Game Use
title_full Metacognition, Desire Thinking and Craving in Problematic Video Game Use
title_fullStr Metacognition, Desire Thinking and Craving in Problematic Video Game Use
title_full_unstemmed Metacognition, Desire Thinking and Craving in Problematic Video Game Use
title_short Metacognition, Desire Thinking and Craving in Problematic Video Game Use
title_sort metacognition, desire thinking and craving in problematic video game use
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9393099/
https://www.ncbi.nlm.nih.gov/pubmed/36034539
http://dx.doi.org/10.1007/s41347-022-00272-4
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