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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...
Autores principales: | , , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2023
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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. |
format | Online Article Text |
id | pubmed-9947841 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
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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