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Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study

BACKGROUND: Chinese gamers use computer and mobile phone games widely. Consequently, concerns regarding the development of internet gaming disorder (IGD) in adolescents have been raised. However, only a few studies have focused on the influence of gaming devices on IGD. OBJECTIVE: This study aims to...

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Autores principales: Li, Yifan, Tang, Ying, Huang, Shucai, Tan, Linxiang, Huang, Qiuping, Chen, Xinxin, Lin, Shuhong, Hao, Jingyue, Liao, Zhenjiang, Shen, Hongxian
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9947841/
https://www.ncbi.nlm.nih.gov/pubmed/36645700
http://dx.doi.org/10.2196/40130
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author Li, Yifan
Tang, Ying
Huang, Shucai
Tan, Linxiang
Huang, Qiuping
Chen, Xinxin
Lin, Shuhong
Hao, Jingyue
Liao, Zhenjiang
Shen, Hongxian
author_facet Li, Yifan
Tang, Ying
Huang, Shucai
Tan, Linxiang
Huang, Qiuping
Chen, Xinxin
Lin, Shuhong
Hao, Jingyue
Liao, Zhenjiang
Shen, Hongxian
author_sort Li, Yifan
collection PubMed
description BACKGROUND: Chinese gamers use computer and mobile phone games widely. Consequently, concerns regarding the development of internet gaming disorder (IGD) in adolescents have been raised. However, only a few studies have focused on the influence of gaming devices on IGD. OBJECTIVE: This study aims to compare sociodemographic information, gaming use characteristics, personality traits, and gaming motivations between computer game users (CGUs) and mobile phone game users (MGUs), as well as identifying IGD predictors. METHODS: This was a cross-sectional study. A total of 3593 internet game players took part in an online survey, which included sociodemographic information, gaming patterns, gaming motivations, the Chinese version of the Video Game Dependency Scale, and the Chinese Big Five Personality Inventory brief version. The population was divided into 2 groups for comparison by mobile phone or computer use, and the IGD population was also compared within the 2 groups. RESULTS: There were significant differences between the 2 gaming device groups in the time (t(2994)=7.75, P<.001) and money (t(2994)=5.11, P<.001) spent on gaming and in internet game addiction scores (t(2994)=3.68, P<.001). Individuals using different gaming devices had different game motivations and personality traits and preferred different genres of games. Results showed that IGD predictors were different for the 2 groups, for example, strategy (odds ratio [OR] 4.452, 95% CI 1.938-10.227; P<.001) and action shooter (OR 3.725, 95% CI 1.465-9.474; P=.01) games increased the risk for MGUs. CONCLUSIONS: Gaming devices should be considered during early identification, such as long daily gaming time, much money spent on gaming, neuroticism, and conscientiousness. In addition, more research should be conducted on new gaming devices and IGD treatment.
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spelling pubmed-99478412023-02-24 Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study Li, Yifan Tang, Ying Huang, Shucai Tan, Linxiang Huang, Qiuping Chen, Xinxin Lin, Shuhong Hao, Jingyue Liao, Zhenjiang Shen, Hongxian JMIR Serious Games Original Paper BACKGROUND: Chinese gamers use computer and mobile phone games widely. Consequently, concerns regarding the development of internet gaming disorder (IGD) in adolescents have been raised. However, only a few studies have focused on the influence of gaming devices on IGD. OBJECTIVE: This study aims to compare sociodemographic information, gaming use characteristics, personality traits, and gaming motivations between computer game users (CGUs) and mobile phone game users (MGUs), as well as identifying IGD predictors. METHODS: This was a cross-sectional study. A total of 3593 internet game players took part in an online survey, which included sociodemographic information, gaming patterns, gaming motivations, the Chinese version of the Video Game Dependency Scale, and the Chinese Big Five Personality Inventory brief version. The population was divided into 2 groups for comparison by mobile phone or computer use, and the IGD population was also compared within the 2 groups. RESULTS: There were significant differences between the 2 gaming device groups in the time (t(2994)=7.75, P<.001) and money (t(2994)=5.11, P<.001) spent on gaming and in internet game addiction scores (t(2994)=3.68, P<.001). Individuals using different gaming devices had different game motivations and personality traits and preferred different genres of games. Results showed that IGD predictors were different for the 2 groups, for example, strategy (odds ratio [OR] 4.452, 95% CI 1.938-10.227; P<.001) and action shooter (OR 3.725, 95% CI 1.465-9.474; P=.01) games increased the risk for MGUs. CONCLUSIONS: Gaming devices should be considered during early identification, such as long daily gaming time, much money spent on gaming, neuroticism, and conscientiousness. In addition, more research should be conducted on new gaming devices and IGD treatment. JMIR Publications 2023-01-16 /pmc/articles/PMC9947841/ /pubmed/36645700 http://dx.doi.org/10.2196/40130 Text en ©Yifan Li, Ying Tang, Shucai Huang, Linxiang Tan, Qiuping Huang, Xinxin Chen, Shuhong Lin, Jingyue Hao, Zhenjiang Liao, Hongxian Shen. Originally published in JMIR Serious Games (https://games.jmir.org), 16.01.2023. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Li, Yifan
Tang, Ying
Huang, Shucai
Tan, Linxiang
Huang, Qiuping
Chen, Xinxin
Lin, Shuhong
Hao, Jingyue
Liao, Zhenjiang
Shen, Hongxian
Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study
title Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study
title_full Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study
title_fullStr Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study
title_full_unstemmed Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study
title_short Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study
title_sort role of gaming devices associated with internet gaming disorder in china: cross-sectional study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9947841/
https://www.ncbi.nlm.nih.gov/pubmed/36645700
http://dx.doi.org/10.2196/40130
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