探索网络游戏障碍的异质性:以进化的欣快感和强迫性为特征的基于阶段的框架

IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL
Min-fang Kang , Lin-xuan Xu , Jia-lin Zhang , Kun-ru Song , Zi-liang Wang , Xiao-yi Fang , Henrietta Bowden-Jones , Stefano Pallanti , Jin-tao Zhang
{"title":"探索网络游戏障碍的异质性:以进化的欣快感和强迫性为特征的基于阶段的框架","authors":"Min-fang Kang ,&nbsp;Lin-xuan Xu ,&nbsp;Jia-lin Zhang ,&nbsp;Kun-ru Song ,&nbsp;Zi-liang Wang ,&nbsp;Xiao-yi Fang ,&nbsp;Henrietta Bowden-Jones ,&nbsp;Stefano Pallanti ,&nbsp;Jin-tao Zhang","doi":"10.1016/j.addbeh.2025.108457","DOIUrl":null,"url":null,"abstract":"<div><h3>Introduction</h3><div>Existing diagnosis systems, such as DSM-5 and ICD-11, predominantly rely on a dichotomous approach, flat, cross-sectional definitions of Internet Gaming Disorder (IGD) that fail to capture the persistent, evolving nature and may contribute to heterogeneity. Applying a clinical staging approach, we propose that IGD spans a continuum with early stages marked by euphoria from gaming and later stages by compulsive gaming. This study aimed to empirically identify distinct IGD stages.</div></div><div><h3>Methods</h3><div>Employing a mixed design with three Chinese gamer samples (adolescent: N = 2,061, M<sub>age</sub> = 16.90 for main study; longitudinal cohort: N = 662, M<sub>age</sub> = 17.03 for transition analysis; young adult: N = 741, M<sub>age</sub> = 23.68 for validation), participants completed the Stages of Internet Gaming Disorder Scale (S-IGDS), a self-developed tool assessing core phenotypes, plus measures of craving, IGD symptoms, gaming experiences and life satisfaction. Latent Profile Analysis and k-means clustering identified distinct stages; Latent Transition Analysis tested stage progression. Psychometric properties of the S-IGDS were evaluated.</div></div><div><h3>Results</h3><div>Three stages were identified: <em>Stage 0</em> (Non-IGD), <em>Stage 1</em> (Early Risk-IGD), and <em>Stage 2</em> (Later IGD), progressing from a “high euphoria” phase to a “high compulsivity” phase. The results from LPA and k-means clustering were highly consistent. The S-IGDS exhibited a stable factor structure and robust psychometric properties. Stage progression showed moderate one-year stability (56.83%), with a high probability (74.2% to 98.2%) of transition to adjacent stages. Patterns were similar in young adults.</div></div><div><h3>Conclusions</h3><div>This study provides novel evidence for distinct, empirically-derived IGD stages, highlighting the progression defined by the interplay of euphoria and compulsivity. The S-IGDS offers a reliable and valid tool for assessing an individual’s status along the IGD continuum. This provides a more nuanced understanding of IGD and paves the way for personalized and stratified interventions.</div></div>","PeriodicalId":7155,"journal":{"name":"Addictive behaviors","volume":"171 ","pages":"Article 108457"},"PeriodicalIF":3.6000,"publicationDate":"2025-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Exploring the heterogeneity of internet gaming disorder: a stage-based framework characterized by evolving euphoria and compulsivity\",\"authors\":\"Min-fang Kang ,&nbsp;Lin-xuan Xu ,&nbsp;Jia-lin Zhang ,&nbsp;Kun-ru Song ,&nbsp;Zi-liang Wang ,&nbsp;Xiao-yi Fang ,&nbsp;Henrietta Bowden-Jones ,&nbsp;Stefano Pallanti ,&nbsp;Jin-tao Zhang\",\"doi\":\"10.1016/j.addbeh.2025.108457\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><h3>Introduction</h3><div>Existing diagnosis systems, such as DSM-5 and ICD-11, predominantly rely on a dichotomous approach, flat, cross-sectional definitions of Internet Gaming Disorder (IGD) that fail to capture the persistent, evolving nature and may contribute to heterogeneity. Applying a clinical staging approach, we propose that IGD spans a continuum with early stages marked by euphoria from gaming and later stages by compulsive gaming. This study aimed to empirically identify distinct IGD stages.</div></div><div><h3>Methods</h3><div>Employing a mixed design with three Chinese gamer samples (adolescent: N = 2,061, M<sub>age</sub> = 16.90 for main study; longitudinal cohort: N = 662, M<sub>age</sub> = 17.03 for transition analysis; young adult: N = 741, M<sub>age</sub> = 23.68 for validation), participants completed the Stages of Internet Gaming Disorder Scale (S-IGDS), a self-developed tool assessing core phenotypes, plus measures of craving, IGD symptoms, gaming experiences and life satisfaction. Latent Profile Analysis and k-means clustering identified distinct stages; Latent Transition Analysis tested stage progression. Psychometric properties of the S-IGDS were evaluated.</div></div><div><h3>Results</h3><div>Three stages were identified: <em>Stage 0</em> (Non-IGD), <em>Stage 1</em> (Early Risk-IGD), and <em>Stage 2</em> (Later IGD), progressing from a “high euphoria” phase to a “high compulsivity” phase. The results from LPA and k-means clustering were highly consistent. The S-IGDS exhibited a stable factor structure and robust psychometric properties. Stage progression showed moderate one-year stability (56.83%), with a high probability (74.2% to 98.2%) of transition to adjacent stages. Patterns were similar in young adults.</div></div><div><h3>Conclusions</h3><div>This study provides novel evidence for distinct, empirically-derived IGD stages, highlighting the progression defined by the interplay of euphoria and compulsivity. The S-IGDS offers a reliable and valid tool for assessing an individual’s status along the IGD continuum. This provides a more nuanced understanding of IGD and paves the way for personalized and stratified interventions.</div></div>\",\"PeriodicalId\":7155,\"journal\":{\"name\":\"Addictive behaviors\",\"volume\":\"171 \",\"pages\":\"Article 108457\"},\"PeriodicalIF\":3.6000,\"publicationDate\":\"2025-08-25\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Addictive behaviors\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0306460325002187\",\"RegionNum\":2,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"PSYCHOLOGY, CLINICAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Addictive behaviors","FirstCategoryId":"3","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0306460325002187","RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, CLINICAL","Score":null,"Total":0}
引用次数: 0

摘要

现有的诊断系统,如DSM-5和ICD-11,主要依赖于一种二分法,即对网络游戏障碍(IGD)的扁平化、横断面定义,未能捕捉到持续的、不断发展的本质,并可能导致异质性。应用临床分期方法,我们认为IGD跨越了一个连续体,早期阶段以游戏带来的欣快感为特征,后期阶段以强迫性游戏为特征。本研究旨在通过经验鉴定不同的IGD分期。方法采用混合设计,对3个中国游戏玩家样本(青少年:N = 2061, Mage = 16.90)进行主要研究;纵向队列:N = 662, Mage = 17.03进行过渡分析;青年:N = 741, Mage = 23.68进行验证),参与者完成了网络游戏障碍阶段量表(S-IGDS),这是一种自行开发的评估核心表型的工具,加上渴望、IGD症状、游戏体验和生活满意度的测量。潜在剖面分析和k-均值聚类识别出不同的阶段;潜在过渡分析测试了阶段进展。评估S-IGDS的心理测量特性。结果确定了三个阶段:阶段0(非IGD),阶段1(早期风险-IGD)和阶段2(后期IGD),从“高欣快”阶段发展到“高强迫”阶段。LPA和k-means聚类的结果高度一致。S-IGDS具有稳定的因子结构和稳健的心理测量特性。分期进展表现出中度的一年稳定性(56.83%),有很高的概率(74.2%至98.2%)过渡到邻近的分期。在年轻人中也有类似的情况。本研究为不同的IGD阶段提供了新的证据,强调了欣快感和强迫性的相互作用所定义的进展。S-IGDS提供了一个可靠和有效的工具来评估个人在IGD连续体中的状态。这提供了对IGD更细致入微的理解,并为个性化和分层干预铺平了道路。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring the heterogeneity of internet gaming disorder: a stage-based framework characterized by evolving euphoria and compulsivity

Introduction

Existing diagnosis systems, such as DSM-5 and ICD-11, predominantly rely on a dichotomous approach, flat, cross-sectional definitions of Internet Gaming Disorder (IGD) that fail to capture the persistent, evolving nature and may contribute to heterogeneity. Applying a clinical staging approach, we propose that IGD spans a continuum with early stages marked by euphoria from gaming and later stages by compulsive gaming. This study aimed to empirically identify distinct IGD stages.

Methods

Employing a mixed design with three Chinese gamer samples (adolescent: N = 2,061, Mage = 16.90 for main study; longitudinal cohort: N = 662, Mage = 17.03 for transition analysis; young adult: N = 741, Mage = 23.68 for validation), participants completed the Stages of Internet Gaming Disorder Scale (S-IGDS), a self-developed tool assessing core phenotypes, plus measures of craving, IGD symptoms, gaming experiences and life satisfaction. Latent Profile Analysis and k-means clustering identified distinct stages; Latent Transition Analysis tested stage progression. Psychometric properties of the S-IGDS were evaluated.

Results

Three stages were identified: Stage 0 (Non-IGD), Stage 1 (Early Risk-IGD), and Stage 2 (Later IGD), progressing from a “high euphoria” phase to a “high compulsivity” phase. The results from LPA and k-means clustering were highly consistent. The S-IGDS exhibited a stable factor structure and robust psychometric properties. Stage progression showed moderate one-year stability (56.83%), with a high probability (74.2% to 98.2%) of transition to adjacent stages. Patterns were similar in young adults.

Conclusions

This study provides novel evidence for distinct, empirically-derived IGD stages, highlighting the progression defined by the interplay of euphoria and compulsivity. The S-IGDS offers a reliable and valid tool for assessing an individual’s status along the IGD continuum. This provides a more nuanced understanding of IGD and paves the way for personalized and stratified interventions.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Addictive behaviors
Addictive behaviors 医学-药物滥用
CiteScore
8.40
自引率
4.50%
发文量
283
审稿时长
46 days
期刊介绍: Addictive Behaviors is an international peer-reviewed journal publishing high quality human research on addictive behaviors and disorders since 1975. The journal accepts submissions of full-length papers and short communications on substance-related addictions such as the abuse of alcohol, drugs and nicotine, and behavioral addictions involving gambling and technology. We primarily publish behavioral and psychosocial research but our articles span the fields of psychology, sociology, psychiatry, epidemiology, social policy, medicine, pharmacology and neuroscience. While theoretical orientations are diverse, the emphasis of the journal is primarily empirical. That is, sound experimental design combined with valid, reliable assessment and evaluation procedures are a requisite for acceptance. However, innovative and empirically oriented case studies that might encourage new lines of inquiry are accepted as well. Studies that clearly contribute to current knowledge of etiology, prevention, social policy or treatment are given priority. Scholarly commentaries on topical issues, systematic reviews, and mini reviews are encouraged. We especially welcome multimedia papers that incorporate video or audio components to better display methodology or findings. Studies can also be submitted to Addictive Behaviors? companion title, the open access journal Addictive Behaviors Reports, which has a particular interest in ''non-traditional'', innovative and empirically-oriented research such as negative/null data papers, replication studies, case reports on novel treatments, and cross-cultural research.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信