{"title":"Stigma and other public perceptions of recreational gaming and gaming disorder: A large-scale qualitative analysis","authors":"Christina R. Galanis, Daniel L. King","doi":"10.1016/j.chbr.2024.100581","DOIUrl":null,"url":null,"abstract":"<div><h3>Introduction</h3><div>Individuals affected by addictive disorders commonly report stigma, which reduces engagement in treatment. To better understand the nature of stigma associated with gaming disorder, a new addictive disorder in the ICD-11, this study evaluated public perspectives of recreational and problem gaming.</div></div><div><h3>Methods</h3><div>An online survey recruited 1337 participants aged 35–50 years via <em>Prolific</em>. Participants were administered questions about: (a) perceptions of problem gaming as an addictive disorder; (b) public perceptions of gaming disorder as a diagnosis; and (c) perceptions of the utility of a gaming disorder category. A thematic analysis identified three primary themes: (1) <em>Public understanding of problem gaming</em>, (2) <em>Culture and context of attitudes towards gaming,</em> and (3) <em>Stigma responses to gaming</em>.</div></div><div><h3>Results</h3><div>Responses to a forced-choice survey question indicated that most (82%) participants endorsed problem gaming as an addictive disorder. Qualitative data indicated that some believed that a problem gaming diagnosis could increase stigma toward gaming and reduce treatment-seeking, whereas others believed that it would improve social supports and treatment availability. Gaming-related stigma affecting treatment engagement was associated with negative stereotypes about gamers (e.g., being ‘lazy’, ‘childish’, ‘toxic’) and gaming as an activity (e.g., ‘waste of time’, ‘dangerous for children’).</div></div><div><h3>Discussion</h3><div>This study shows that there are diverse views on problem gaming as a public health issue and mental disorder, and that these views are linked to perceptions of the need for resources and interventions. These data may inform research on gaming-related stigma experiences, as well as guide public health messaging to foster more balanced perceptions of gaming and reduce stigma judgments about individuals and families who experience gaming-related problems.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"17 ","pages":"Article 100581"},"PeriodicalIF":4.9000,"publicationDate":"2025-01-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in human behavior reports","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2451958824002148","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
引用次数: 0
Abstract
Introduction
Individuals affected by addictive disorders commonly report stigma, which reduces engagement in treatment. To better understand the nature of stigma associated with gaming disorder, a new addictive disorder in the ICD-11, this study evaluated public perspectives of recreational and problem gaming.
Methods
An online survey recruited 1337 participants aged 35–50 years via Prolific. Participants were administered questions about: (a) perceptions of problem gaming as an addictive disorder; (b) public perceptions of gaming disorder as a diagnosis; and (c) perceptions of the utility of a gaming disorder category. A thematic analysis identified three primary themes: (1) Public understanding of problem gaming, (2) Culture and context of attitudes towards gaming, and (3) Stigma responses to gaming.
Results
Responses to a forced-choice survey question indicated that most (82%) participants endorsed problem gaming as an addictive disorder. Qualitative data indicated that some believed that a problem gaming diagnosis could increase stigma toward gaming and reduce treatment-seeking, whereas others believed that it would improve social supports and treatment availability. Gaming-related stigma affecting treatment engagement was associated with negative stereotypes about gamers (e.g., being ‘lazy’, ‘childish’, ‘toxic’) and gaming as an activity (e.g., ‘waste of time’, ‘dangerous for children’).
Discussion
This study shows that there are diverse views on problem gaming as a public health issue and mental disorder, and that these views are linked to perceptions of the need for resources and interventions. These data may inform research on gaming-related stigma experiences, as well as guide public health messaging to foster more balanced perceptions of gaming and reduce stigma judgments about individuals and families who experience gaming-related problems.