Buono Frank D, Griffiths Mark D, Sprong Matthew E, Lloyd Daniel P, Sullivan Ryan M, Upton Thomas D
1 Yale School of Medicine , New Haven, CT, USA.
2 Nottingham Trent University , Nottingham, UK.
J Behav Addict. 2017 Dec 1;6(4):572-578. doi: 10.1556/2006.6.2017.084.
Background Internet gaming disorder (IGD) was introduced in the DSM-5 as a way of identifying and diagnosing problematic video game play. However, the use of the diagnosis is constrained, as it shares criteria with other addictive orders (e.g., pathological gambling). Aims Further work is required to better understand IGD. One potential avenue of investigation is IGD's relationship to the primary reinforcing behavioral functions. This study explores the relationship between duration of video game play and the reinforcing behavioral functions that may motivate or maintain video gaming. Methods A total of 499 video game players began the online survey, with complete data from 453 participants (85% white and 28% female), were analyzed. Individuals were placed into five groups based on self-reported hours of video gaming per week, and completed the Video Game Functional Assessment - Revised (VGFA-R). Results The results demonstrated the escape and social attention function were significant in predicting duration of video game play, whereas sensory and tangible were not significant. Conclusion Future implications of the VGFA-R and behaviorally based research are discussed.
网络成瘾障碍(IGD)在《精神疾病诊断与统计手册》第五版(DSM - 5)中被引入,作为识别和诊断有问题的电子游戏行为的一种方式。然而,该诊断的使用受到限制,因为它与其他成瘾性障碍(如病理性赌博)有共同的标准。目的:需要进一步开展工作以更好地理解网络成瘾障碍。一个潜在的研究途径是网络成瘾障碍与主要强化行为功能之间的关系。本研究探讨电子游戏时长与可能促使或维持电子游戏行为的强化行为功能之间的关系。方法:共有499名电子游戏玩家开始在线调查,对453名参与者(85%为白人,28%为女性)的完整数据进行了分析。根据自我报告的每周电子游戏时长,将个体分为五组,并完成修订后的电子游戏功能评估(VGFA - R)。结果:结果表明,逃避和社交关注功能在预测电子游戏时长方面具有显著意义,而感官和物质功能则不显著。结论:讨论了修订后的电子游戏功能评估及基于行为的研究的未来意义。