Back to Search Start Over

The role of different game-genres in predicting internet gaming disorder (IGD).

Authors :
Ferraro, L.
Avanzato, C.
Maniaci, G.
Sartorio, C.
Seminerio, F.
Tripoli, G.
Quattrone, D.
Daino, M.
La Barbera, D.
La Cascia, C.
Source :
European Psychiatry; 2022 Special issue S1, Vol. 63, pS296-S296, 1/2p
Publication Year :
2020

Abstract

Introduction: Internet gaming disorder (IGD) is a new diagnosis in DSM 5 worth of research. New potentially addictive features are emerging in pay- and free-to-play videogames, involving different at-risk populations of gamers. However, few studies have examined whether and how different game-genres can contribute to the risk of IGD. Objectives: This study aimed to investigate how game-genres can predict IGD, accounting for alexithymia scores, time-related playing habits, and other predictors. Methods: Participants were gamers joining online communities, surveyed about which games they played more than 20 hours in their lifetime, time-variables, other stressors and alexithymia scores. A six-steps linear regression with IGD scores and a post hoc logistic regression (outcome: IGD>=21) were performed. Results: 5,979 subjects (88.7% males, 14-18 years), playing at different games (Figure-1). The game-genre explained the 1% of variation only. WoW and similar MMORPGs confirmed their potentiality in promoting IGD, regardless of alexithymia features (B=0.50, p=0.005). However, time-variables completely absorbed the WoW effect (B=0.01, p=0.951). LoL resulted addictive, even if considering time-variables and alexithymia (B=0.88, p<0.001). Minecraft emerged when time-variables were inserted (B=0.359, p=0.041) and stayed significant if removing alexithymia scores (B=0.48, p=0.010). Playing at Diablo3 and similar RPG did not increase IGD (B=-0.99, p>0.001). None of the different gamegenres was able to push the subject over the threshold of IGD, because other characteristics interacted as additive risk-factors. Conclusions: Alexithymia traits and time-related playing habits mostly moderated the effect of different games in increasing IGD risk. A videogame could engage people with specific characteristics that may, in turn, differentially predispose to IGD. [ABSTRACT FROM AUTHOR]

Details

Language :
English
ISSN :
09249338
Volume :
63
Database :
Complementary Index
Journal :
European Psychiatry
Publication Type :
Academic Journal
Accession number :
160386473