Hu Elwin, Stavropoulos Vasileios, Anderson Alastair, Scerri Matthew, Collard James
School of Psychology, Counselling and Psychotherapy, The Cairnmillar Institute, 391/393 Tooronga Rd, Hawthorn East, Victoria 3123, Australia.
Addict Behav Rep. 2018 Oct 24;9:100140. doi: 10.1016/j.abrep.2018.10.004. eCollection 2019 Jun.
Gaming Disorder (GD) was added to the recent publication of the International Classification of Diseases (ICD-11) by the World Health Organization. This aligns with recommendations of the fifth edition of the Diagnostic Statistical Manual for Mental Disorders (DSM-5), issued by the American Psychiatric Association. Accordingly, further relevant research has been invited. The interplay between preference for online social game genres, the degree of online Flow (or ) experienced, and the gamer's biological gender were examined here as contributing factors of IGD.
A normative sample of adult internet gamers was collected online ( = 237, Age = 18-59, Males = 157; 66%; Females = 80; 34%). Participants completed the nine-item Internet Gaming Disorder Scale-Short Form (IGDS-SF9), the Online Flow Questionnaire (OFQ), and also self-reported demographics and internet/gaming behaviours.
Mediation and moderated mediation analyses indicated that the level of online Flow experienced considerably mediated the association between the preference for social games genres and the intensity of IGD behaviours across both biological genders.
Results suggest that the level of online Flow experienced constitutes a risk factor in relation to the development of IGD. Furthermore, games which mandate social interaction with others present to be conducive to online Flow, and thus enhancing IGD risk irrespective of the biological gender of the gamer. Implications and limitations of the study are discussed.
世界卫生组织在最近发布的《国际疾病分类》(ICD - 11)中新增了游戏障碍(GD)。这与美国精神病学协会发布的《精神疾病诊断与统计手册》第五版(DSM - 5)的建议一致。因此,需要进一步开展相关研究。本研究考察了在线社交游戏类型偏好、体验到的在线心流程度以及玩家的生理性别之间的相互作用,将其作为互联网游戏障碍(IGD)的影响因素。
通过网络收集了成年网络游戏玩家的标准样本(n = 237,年龄 = 18 - 59岁,男性 = 157人;66%;女性 = 80人;34%)。参与者完成了九项互联网游戏障碍量表简版(IGDS - SF9)、在线心流量表(OFQ),并自行报告了人口统计学信息以及互联网/游戏行为。
中介分析和调节中介分析表明,体验到的在线心流程度在很大程度上中介了社交游戏类型偏好与两性IGD行为强度之间的关联。
结果表明,体验到的在线心流程度是与IGD发展相关的一个风险因素。此外,需要与他人进行社交互动的游戏似乎有利于产生在线心流,从而增加IGD风险,无论玩家的生理性别如何。本文讨论了该研究的意义和局限性。