Going beyond video game consumption when considering Internet Gaming Disorder

IF 4.3 2区 医学 Q1 PSYCHIATRY
Sezen Cekic , Benoît Bediou , Sophia Achab , Michael Rich , C. Shawn Green , Daphné Bavelier
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引用次数: 0

Abstract

Background

Recognizing the crucial importance of understanding the impact of video games on health in today's gaming-dominated world, our study aimed to investigate the relationship between gaming time and Internet Gaming Disorder (IGD). Despite the widespread assumption that a connection exists between both, previous studies have revealed highly variable associations, highlighting significant weaknesses in establishing a robust link.

Methods

To unravel this complex relationship, we recruited two independent samples of League of Legends players. We combined the collection of self-reported and actual gameplay data, together with assessments of mental health, personality traits, and cognitive abilities.

Results

Surprisingly, none of the gaming variables demonstrated a robust and stable association with IGD, regardless of whether players spent less than or more than 30 hours per week gaming—a threshold suggested by the American Psychiatric Association as a potential indicator of disordered gaming. Notably, mental health factors, such as anxiety, depression and ADHD, emerged as the most influential predictors of IGD.

Conclusion

These findings, replicated across two independent samples, challenge the prevailing belief that limiting screen time alone effectively combats IGD. Instead, mental health factors play a crucial role in mitigating risks associated with gaming. Policies focusing solely on restricting screen time are insufficient in reducing the prevalence or symptoms of IGD. Rather, a comprehensive approach that considers mental health and key personality traits must be adopted to safeguard the well-being of individuals engaged in gaming.

在考虑网络游戏障碍时要超越电子游戏消费的范畴
背景认识到在当今游戏主导的世界中,了解电子游戏对健康的影响至关重要,我们的研究旨在调查游戏时间与网络游戏障碍(IGD)之间的关系。尽管人们普遍认为二者之间存在联系,但以往的研究却发现二者之间的联系存在很大差异,这凸显了在建立稳固联系方面存在的重大缺陷。结果出人意料的是,无论玩家每周游戏时间少于或超过 30 小时--美国精神病学协会认为这是游戏失调的一个潜在指标--游戏变量都没有显示出与 IGD 强有力的稳定联系。值得注意的是,心理健康因素,如焦虑、抑郁和多动症,成为对 IGD 最有影响力的预测因素。结论这些研究结果在两个独立样本中得到了重复,对仅仅限制屏幕时间就能有效对抗 IGD 的普遍观点提出了质疑。相反,心理健康因素在降低游戏相关风险方面发挥着至关重要的作用。仅仅限制屏幕时间的政策不足以降低 IGD 的患病率或症状。相反,必须采取一种考虑心理健康和主要人格特质的综合方法,以保障参与游戏的个人的福祉。
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来源期刊
Comprehensive psychiatry
Comprehensive psychiatry 医学-精神病学
CiteScore
12.50
自引率
1.40%
发文量
64
审稿时长
29 days
期刊介绍: "Comprehensive Psychiatry" is an open access, peer-reviewed journal dedicated to the field of psychiatry and mental health. Its primary mission is to share the latest advancements in knowledge to enhance patient care and deepen the understanding of mental illnesses. The journal is supported by a diverse team of international editors and peer reviewers, ensuring the publication of high-quality research with a strong focus on clinical relevance and the implications for psychopathology. "Comprehensive Psychiatry" encourages authors to present their research in an accessible manner, facilitating engagement with clinicians, policymakers, and the broader public. By embracing an open access policy, the journal aims to maximize the global impact of its content, making it readily available to a wide audience and fostering scientific collaboration and public awareness beyond the traditional academic community. This approach is designed to promote a more inclusive and informed dialogue on mental health, contributing to the overall progress in the field.
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