Exploration of Internet Gaming Disorder Among the Esports Community

Ryan Woolhouse, Robert Patton
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Abstract

As of 2014, Internet Gaming Disorder (IGD) has been included in the Diagnostic and Statistical Manual of Mental Disorders, fifth edition (DSM-5) as a condition for further study. There are questions about the validity of the current diagnostic criteria, particularly when distinguishing IGD from avid or professional gaming. This study aims to explore the validity of the DSM-5 criteria for IGD, establish prevalence rates, and identify predictive factors of IGD within the esports community. A sample of 147 esports players completed an online survey comprising of an IGD measure (Internet Gaming Disorder Scale 9—Short Form [IGDS9-SF]) based on the DSM-5 criteria, and a range of health, and demographic questions. The IGDS9-SF significantly correlated with psychological distress and disability (impairment in daily functioning). An exploratory factor analysis confirmed the IGDS9-SF criterion loaded onto a single factor. Using the 32-point cutoff for IGD on the IGDS9-SF, findings indicated that 11.64% of nonprofessional esports players and 5.26% of professional esports players met IGD cutoffs. Level of disability was the only significant predictor of reaching the IGD cutoff. These findings support the DSM-5 conceptualization of IGD within the esports community and identify a potential larger risk for nonprofessional players. The clinical implications and future directions for research as result of these findings are discussed.
电子竞技社区中网络游戏障碍的探索
截至2014年,网络游戏障碍(IGD)已被纳入《精神疾病诊断与统计手册》第五版(DSM-5),作为进一步研究的条件。关于当前诊断标准的有效性存在疑问,特别是在区分IGD与狂热或专业游戏时。本研究旨在探讨DSM-5中IGD标准的有效性,建立患病率,并确定电子竞技社区中IGD的预测因素。147名电子竞技选手完成了一项在线调查,包括基于DSM-5标准的IGD测量(网络游戏障碍量表9-简表[IGDS9-SF]),以及一系列健康和人口统计问题。IGDS9-SF与心理困扰和残疾(日常功能障碍)显著相关。探索性因子分析证实了IGDS9-SF标准加载到单个因子上。使用IGDS9-SF上32点的IGD截止点,结果表明11.64%的非职业电竞选手和5.26%的职业电竞选手达到了IGD截止点。残疾水平是达到IGD临界值的唯一重要预测指标。这些发现支持了DSM-5中电子竞技社区中IGD的概念,并确定了非职业玩家的潜在更大风险。讨论了这些发现的临床意义和未来的研究方向。
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