Clinical Psychiatry Department, Besançon University Hospital, 25030 Besançon Cedex, France.
BMC Psychiatry. 2011 Aug 26;11:144. doi: 10.1186/1471-244X-11-144.
Massively Multiplayer Online Role-Playing Games (MMORPGs) are a very popular and enjoyable leisure activity, and there is a lack of international validated instruments to assess excessive gaming. With the growing number of gamers worldwide, adverse effects (isolation, hospitalizations, excessive use, etc.) are observed in a minority of gamers, which is a concern for society and for the scientific community. In the present study, we focused on screening gamers at potential risk of MMORPG addiction.
In this exploratory study, we focused on characteristics, online habits and problematic overuse in adult MMORPG gamers. In addition to socio-demographical data and gamer behavioral patterns, 3 different instruments for screening addiction were used in French MMORPG gamers recruited online over 10 consecutive months: the substance dependence criteria for the Diagnostic and Statistical Manual of Mental Disorder, fourth revised edition (DSM-IV-TR) that has been adapted for MMORPG (DAS), the qualitative Goldberg Internet Addiction Disorder scale (GIAD) and the quantitative Orman Internet Stress Scale (ISS). For all scales, a score above a specific threshold defined positivity.
The 448 participating adult gamers were mainly young adult university graduates living alone in urban areas. Participants showed high rates of both Internet addiction (44.2% for GIAD, 32.6% for ISS) and DAS positivity (27.5%). Compared to the DAS negative group, DAS positive gamers reported significantly higher rates of tolerance phenomenon (increased amount of time in online gaming to obtain the desired effect) and declared significantly more social, financial (OR: 4.85), marital (OR: 4.61), family (OR: 4.69) and/or professional difficulties (OR: 4.42) since they started online gaming. Furthermore, these gamers self-reported significantly higher rates (3 times more) of irritability, daytime sleepiness, sleep deprivation due to play, low mood and emotional changes since online gaming onset.
The DAS appeared to be a good first-line instrument to screen MMORPG addiction in online gamers. This study found high MMORPG addiction rates, and self-reported adverse symptoms in important aspects of life, including mood and sleep. This confirms the need to set up relevant prevention programs against online game overuse.
大型多人在线角色扮演游戏(MMORPG)是一种非常受欢迎和令人愉快的休闲活动,但缺乏评估过度游戏的国际验证工具。随着全球玩家数量的增加,少数玩家出现了不良反应(隔离、住院、过度使用等),这引起了社会和科学界的关注。在本研究中,我们专注于筛选有 MMORPG 成瘾风险的玩家。
在这项探索性研究中,我们专注于成年 MMORPG 玩家的特征、在线习惯和过度使用问题。除了社会人口统计学数据和玩家行为模式外,我们还在 10 个月的时间里通过在线方式招募法国 MMORPG 玩家,使用 3 种不同的成瘾筛查工具:已为 MMORPG 改编的《精神障碍诊断与统计手册》第四版修订版(DSM-IV-TR)物质依赖标准(DAS)、定性戈德堡互联网成瘾障碍量表(GIAD)和定量奥曼互联网压力量表(ISS)。对于所有量表,得分超过特定阈值定义为阳性。
448 名参与的成年游戏玩家主要是居住在城市地区的年轻成年大学毕业生。参与者的互联网成瘾率(GIAD 为 44.2%,ISS 为 32.6%)和 DAS 阳性率(27.5%)都很高。与 DAS 阴性组相比,DAS 阳性游戏玩家报告称,耐受性现象(增加在线游戏时间以获得所需效果)的发生率明显更高,并表示自开始在线游戏以来,他们在社交、财务(OR:4.85)、婚姻(OR:4.61)、家庭(OR:4.69)和/或职业方面遇到了显著更多的困难(OR:4.42)。此外,这些玩家自报告称,自在线游戏开始以来,他们的易怒、白天嗜睡、因游戏而导致的睡眠剥夺、情绪低落和情绪变化的发生率明显更高(增加 3 倍)。
DAS 似乎是一种筛选在线游戏玩家 MMORPG 成瘾的良好一线工具。本研究发现,MMORPG 成瘾率较高,且自报告生活重要方面出现不良反应症状,包括情绪和睡眠。这证实了有必要制定针对网络游戏过度使用的相关预防计划。