{"title":"Exploring the connections between Gaming Disorder and real-life problems through network analysis","authors":"Halley M. Pontes","doi":"10.1016/j.jpsychires.2025.06.008","DOIUrl":null,"url":null,"abstract":"<div><div>Recent research on Gaming Disorder (GD) has emphasized the important role of experiences related to psychiatric distress and functional impairments in GD, however, little is known about the complex relationship between its symptoms and specific associated problems. The present study recruited a nationally representative sample of 1,074 British adults to investigate the relationship between GD Symptoms and GD Problems within a network analysis framework among gamers. The results of the node centrality analysis revealed that <em>significant distress/impairment</em> was central, exhibiting the highest betweenness, closeness, and strength, and acted as a critical bridge linking other symptoms. Moreover, <em>impaired control</em> was the most influential node in terms of its potential to affect other nodes in the network, implying that both nodes are core symptoms of GD. Additionally, bridge centrality analysis suggested that while <em>significant distress/impairment</em> directly connected GD Symptoms with GD Problems, the nodes related to problems served as gateways between the two identified GD core symptoms, further propagating effects across the network. These findings present important implications as targeted interventions aiming at alleviating the experience of psychiatric distress and functional impairments associated with GD, while improving gaming behavior self-regulation may lead to cascading benefits reducing the overall intensity of symptoms experienced. Interestingly, the findings also supported the notion that GD Problems acted as bridges between the two GD core symptoms identified (i.e., <em>significant distress/impairment</em> and <em>impaired control</em>), signifying that they connect the GD core symptoms, allowing the effects of one symptom to influence the other while intensifying the overall experience of symptomatology.</div></div>","PeriodicalId":16868,"journal":{"name":"Journal of psychiatric research","volume":"189 ","pages":"Pages 211-215"},"PeriodicalIF":3.7000,"publicationDate":"2025-06-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of psychiatric research","FirstCategoryId":"3","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S002239562500398X","RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHIATRY","Score":null,"Total":0}
引用次数: 0
Abstract
Recent research on Gaming Disorder (GD) has emphasized the important role of experiences related to psychiatric distress and functional impairments in GD, however, little is known about the complex relationship between its symptoms and specific associated problems. The present study recruited a nationally representative sample of 1,074 British adults to investigate the relationship between GD Symptoms and GD Problems within a network analysis framework among gamers. The results of the node centrality analysis revealed that significant distress/impairment was central, exhibiting the highest betweenness, closeness, and strength, and acted as a critical bridge linking other symptoms. Moreover, impaired control was the most influential node in terms of its potential to affect other nodes in the network, implying that both nodes are core symptoms of GD. Additionally, bridge centrality analysis suggested that while significant distress/impairment directly connected GD Symptoms with GD Problems, the nodes related to problems served as gateways between the two identified GD core symptoms, further propagating effects across the network. These findings present important implications as targeted interventions aiming at alleviating the experience of psychiatric distress and functional impairments associated with GD, while improving gaming behavior self-regulation may lead to cascading benefits reducing the overall intensity of symptoms experienced. Interestingly, the findings also supported the notion that GD Problems acted as bridges between the two GD core symptoms identified (i.e., significant distress/impairment and impaired control), signifying that they connect the GD core symptoms, allowing the effects of one symptom to influence the other while intensifying the overall experience of symptomatology.
期刊介绍:
Founded in 1961 to report on the latest work in psychiatry and cognate disciplines, the Journal of Psychiatric Research is dedicated to innovative and timely studies of four important areas of research:
(1) clinical studies of all disciplines relating to psychiatric illness, as well as normal human behaviour, including biochemical, physiological, genetic, environmental, social, psychological and epidemiological factors;
(2) basic studies pertaining to psychiatry in such fields as neuropsychopharmacology, neuroendocrinology, electrophysiology, genetics, experimental psychology and epidemiology;
(3) the growing application of clinical laboratory techniques in psychiatry, including imagery and spectroscopy of the brain, molecular biology and computer sciences;