Network structures of internet gaming disorder and gaming disorder: Symptom operationalization causes variation.

IF 3.2 2区 心理学 Q1 PSYCHOLOGY, MULTIDISCIPLINARY
Psychology of Addictive Behaviors Pub Date : 2024-06-01 Epub Date: 2023-09-21 DOI:10.1037/adb0000960
Matúš Adamkovič, Marcel Martončik, Veli-Matti Karhulahti, Ivan Ropovik
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引用次数: 0

Abstract

Objective: From 2022, the International Classification of Diseases, eleventh edition (ICD-11) includes the first mental disorder based on digital technology, "gaming disorder," which was previously suggested as a condition for further examination in the Diagnostic and Statistical Manual of Mental Disorders, fifth edition (DSM-5). In this cross-sectional study, we provide the first large-scale network analysis of various symptom structures for these constructs to understand the complex interconnections between their proposed symptoms.

Method: Culturally diverse samples of 2,846 digital game players (M = 25.3 years) and 746 esports players (M = 23.5 years) were recruited. A network approach was applied to explore a multiverse of gaming disorder symptom structures, effects of item operationalization, and possible external moderators. Gaming disorder was measured using the Internet Gaming Disorder Scale 9-Short Form (IGDS9-SF), Gaming Disorder Test, and several items borrowed from Chinese Internet Gaming Disorder Scale, Personal Internet Gaming Disorder Evaluation-9, and Clinical Video game Addiction Test 2.0 scales.

Results: Two symptoms (loss of control and continued use despite problems) present in both, the DSM-5 and ICD-11, were systematically central to most of the analyzed networks. Alternative operationalizations of single items systematically caused significant network differences. Networks were invariant across groups of play style, age, gender, gaming time, and most of the psychosocial characteristics.

Conclusions: Our results caution practitioners and researchers when studying and interpreting gaming disorder symptoms. The data indicate that even minor operational changes in symptoms can lead to significant network-level changes, thus highlighting the need for careful wording. (PsycInfo Database Record (c) 2024 APA, all rights reserved).

网络游戏障碍和游戏障碍的网络结构:症状操作导致变异。
目的:从2022年起,《国际疾病分类》第十一版(ICD-11)包括了第一种基于数字技术的精神障碍“游戏障碍”,此前《精神障碍诊断与统计手册》第五版(DSM-5)建议将其作为进一步检查的条件。在这项横断面研究中,我们首次对这些结构的各种症状结构进行了大规模的网络分析,以了解其拟议症状之间的复杂相互关系。方法:对2846名数字游戏玩家(M=25.3岁)和746名电子竞技玩家(M=33.5岁)的文化多样性样本进行了招募。应用网络方法探索游戏障碍症状结构、项目操作的影响和可能的外部调节因素的多元宇宙。游戏障碍使用网络游戏障碍量表9-简表(IGDS9-SF)、游戏障碍测试以及从中国网络游戏障碍表、个人网络游戏障碍评估-9和临床电子游戏成瘾测试2.0量表中借来的几个项目进行测量。结果:DSM-5和ICD-11中存在的两种症状(失控和尽管有问题仍继续使用)是大多数分析网络的系统中心。单一项目的替代操作系统地造成了显著的网络差异。网络在游戏风格、年龄、性别、游戏时间和大多数心理社会特征的群体中是不变的。结论:我们的研究结果在研究和解释游戏障碍症状时提醒从业者和研究人员。数据表明,即使症状的微小操作变化也可能导致网络层面的重大变化,因此需要谨慎措辞。(PsycInfo数据库记录(c)2023 APA,保留所有权利)。
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
4.90
自引率
11.80%
发文量
165
期刊介绍: Psychology of Addictive Behaviors publishes peer-reviewed original articles related to the psychological aspects of addictive behaviors. The journal includes articles on the following topics: - alcohol and alcoholism - drug use and abuse - eating disorders - smoking and nicotine addiction, and other excessive behaviors (e.g., gambling) Full-length research reports, literature reviews, brief reports, and comments are published.
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