Snodgrass Jeffrey G, Zhao Wen, Lacy Michael G, Zhang Shaozeng, Tate Rachel
Department of Anthropology, Colorado State University, USA.
Human Dimensions of Natural Resources, Colorado State University, USA.
Addict Behav Rep. 2018 Nov 23;9:100146. doi: 10.1016/j.abrep.2018.100146. eCollection 2019 Jun.
We compare the forms online gaming-related distress takes cross-culturally, and examine how much such distress resembles the World Health Organization's (WHO) "Gaming disorder," understood to be an "addiction." Our preliminary exploratory factor analysis (EFA) in North America (n = 2025), Europe (n = 1198), and China (n = 841) revealed a constant four-factor structure across the three regions, with classic "addiction" symptoms always clustering together on the first and most important factor, though with some variability in regional factors' exact item composition. In the present study, we use second-order confirmatory factor analysis (CFA) to further examine this factor structure and the cultural similarities and differences. Specifically, we focus on confirming the regional structure and composition of an ethnographically developed 21-item gaming distress scale, which contains a wider symptoms pool than typical gaming disorder scales, and thus allows us to better separate generalized gaming distress's "addictive" from other culturally-influenced "problem" experiences and behaviors in each regional case. We use propensity score matching to separate the impact on gaming-related distress of regional culture from demographic variables (North America/Europe: n = 1043 pairs; North America/China: n = 535 pairs). Although our results support current WHO formulations of gaming-related distress as an addictive disorder, we show how cultural forces can shape how "addictive" and "problem" gaming are experienced and thus psychiatrically presented in different parts of the world. In particular, generalized gaming distress's addictive and problematic dimensions seem to be shaped by culture-specific expressions of achievement motivations, social connection and disconnection, and unique psychosomatic experiences.
我们跨文化比较了在线游戏相关困扰的形式,并研究了这种困扰与世界卫生组织(WHO)所定义的“游戏障碍”(被理解为一种“成瘾”)的相似程度。我们在北美(n = 2025)、欧洲(n = 1198)和中国(n = 841)进行的初步探索性因素分析(EFA)显示,三个地区呈现出恒定的四因素结构,经典的“成瘾”症状总是聚集在第一个也是最重要的因素上,尽管各地区因素的确切项目组成存在一些差异。在本研究中,我们使用二阶验证性因素分析(CFA)来进一步检验这种因素结构以及文化上的异同。具体而言,我们专注于确认一个基于人种学开发的21项游戏困扰量表的地区结构和组成,该量表包含比典型游戏障碍量表更广泛的症状池,因此使我们能够在每个地区的案例中更好地将广义游戏困扰的“成瘾性”与其他受文化影响的“问题”体验和行为区分开来。我们使用倾向得分匹配来区分地区文化和人口统计学变量对游戏相关困扰的影响(北美/欧洲:n = 1043对;北美/中国:n = 535对)。尽管我们的结果支持世界卫生组织目前将游戏相关困扰定义为成瘾性障碍的表述,但我们展示了文化力量如何塑造“成瘾性”和“问题性”游戏在世界各地的体验方式以及由此呈现的精神症状。特别是,广义游戏困扰的成瘾性和问题性维度似乎受到成就动机、社会联系与脱节的特定文化表达以及独特身心体验的影响。