From healthy play to gaming disorder: Psychological profiles from emotional regulation and motivational factors.

IF 6.6 1区 医学 Q1 PSYCHIATRY
Cátia Martins Castro, David Dias Neto
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引用次数: 0

Abstract

Background and aims: The widespread popularity of video games reflects their appeal to meet fundamental needs. This study aims to investigate the psychological factors of gaming use, identifying profiles ranging from healthy to gaming disorder.

Methods: In this cross-sectional study, 5,222 participants were surveyed. This international sample included adolescents and adults (16-69 years, M = 25.6 years, SD = 6.44), 48.66% men (n = 2,541; M = 26.4, SD = 7.03), 42.32% women (n = 2,210; M = 25.1, SD = 5.78), and 9.02% non-binary individuals (n = 471; M = 23.3, SD = 5.23), spanning from casual gamers to esports professional players. Latent Profile Analysis (LPA) was employed to identify distinct psychological profiles. The profile indicators included emotional regulation and motivations for playing video games. The profile correlates analysed included gaming disorder symptoms, time spent gaming and sociodemographics.

Results: The LPA revealed four profiles labelled as avoidant (20.16%), engaged (38.95%), relational (26.01%), and dysregulated (15.78%). Results suggested that the dysregulated profile had the most emotional regulation difficulties, a low level of general motivation, and less interest in recreational gaming, presenting the highest risk for gaming disorder.

Discussion and conclusions: This study's findings present the first profiles encompassing key detailed psychological factors affecting gamers' behaviour across all game genres, considering three genders. These profiles can aid researchers and clinicians in developing further research on targeted prevention and intervention programs tailored to each profile's characteristics to promote healthy gaming habits and mitigate the risks and harm associated with gaming disorder.

从健康游戏到游戏障碍:来自情绪调节和动机因素的心理特征。
背景和目的:电子游戏的广泛流行反映了它们满足基本需求的吸引力。本研究旨在调查游戏使用的心理因素,确定从健康到游戏障碍的特征。方法:在横断面研究中,调查了5,222名参与者。该国际样本包括青少年和成人(16-69岁,M = 25.6岁,SD = 6.44), 48.66%的男性(n = 2541;M = 26.4, SD = 7.03),女性42.32% (n = 2210;M = 25.1, SD = 5.78),非二元个体占9.02% (n = 471;M = 23.3, SD = 5.23),从休闲玩家到电子竞技职业玩家。潜在特征分析(LPA)用于识别不同的心理特征。这些指标包括情绪调节和玩电子游戏的动机。相关分析包括游戏障碍症状、游戏时间和社会人口统计学。结果:LPA显示了逃避型(20.16%)、投入型(38.95%)、关系型(26.01%)和失调型(15.78%)四种人格特征。结果表明,失调者的情绪调节困难最大,一般动机水平较低,对娱乐游戏的兴趣较低,呈现出最高的游戏障碍风险。讨论和结论:该研究的发现首次呈现了影响所有游戏类型(包括三种性别)玩家行为的关键详细心理因素。这些特征可以帮助研究人员和临床医生进一步研究针对每个特征的针对性预防和干预计划,以促进健康的游戏习惯,减轻与游戏障碍相关的风险和伤害。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
12.30
自引率
7.70%
发文量
91
审稿时长
20 weeks
期刊介绍: The aim of Journal of Behavioral Addictions is to create a forum for the scientific information exchange with regard to behavioral addictions. The journal is a broad focused interdisciplinary one that publishes manuscripts on different approaches of non-substance addictions, research reports focusing on the addictive patterns of various behaviors, especially disorders of the impulsive-compulsive spectrum, and also publishes reviews in these topics. Coverage ranges from genetic and neurobiological research through psychological and clinical psychiatric approaches to epidemiological, sociological and anthropological aspects.
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