Seong Wonshik, Hong Ji Sun, Kim Soyoung, Kim Sun Mi, Han Doug Hyun
Department of Psychiatry, Chung-Ang University Hospital, Seoul, South Korea.
Front Psychiatry. 2019 Aug 28;10:583. doi: 10.3389/fpsyt.2019.00583. eCollection 2019.
Previous studies on internet gaming disorder (IGD) have reported an association between personality traits and impulsive or problematic use of the internet or internet games, but the results obtained were inconsistent. Our study's hypothesis was that personality traits are associated with the individual's choice to play internet games, and psychological status of the individual is associated with seeking treatment for addictive behavior at a hospital. In the current study, individuals who reported excessive internet gaming and visited the hospital for treatment were enrolled and defined as the problematic internet gaming group; through advertisement, additional 138 individuals who were frequent gamers and 139 who were infrequent gamers were recruited. In a multiple logistic regression analysis of all participants' data, a discrete set of hierarchical variables, with gaming preference (frequent gamers + problematic gamers) or problematic internet gaming as the dependent variable, was added to the demographic factors for model 1, personality traits for model 2, and psychological state for model 3. Temperament was a potential factor associated with internet gaming preference. Additionally, model 2, which comprised both demographic factors and personality traits, was a significant factor to enhance the predictability of internet gaming preference with maximum accuracy of 96.7%. Of the three models in the current study, model 2 and model 3 with combined model 2 and patient's psychological status were associated with problematic internet gaming. The current study indicated that personality traits were potential factors associated with the individual's preference for gaming. In addition, abnormal psychological status, especially, depressive mood and attention deficit, may lead individuals with problematic internet gaming to seek treatment at the hospital.
以往关于网络游戏障碍(IGD)的研究报告了人格特质与冲动性或问题性使用互联网或网络游戏之间的关联,但所得结果并不一致。我们研究的假设是,人格特质与个人玩网络游戏的选择相关,而个人的心理状态与在医院寻求成瘾行为治疗相关。在本研究中,招募了报告有过度网络游戏行为并到医院就诊的个体,并将其定义为问题性网络游戏组;通过广告,另外招募了138名频繁游戏玩家和139名不频繁游戏玩家。在对所有参与者数据进行的多元逻辑回归分析中,以游戏偏好(频繁游戏玩家+问题性游戏玩家)或问题性网络游戏作为因变量,将一组离散的分层变量添加到模型1的人口统计学因素、模型2的人格特质和模型3的心理状态中。气质是与网络游戏偏好相关的一个潜在因素。此外,包含人口统计学因素和人格特质的模型2是提高网络游戏偏好预测准确性的一个重要因素,最高准确率为96.7%。在本研究的三个模型中,模型2以及结合了模型2和患者心理状态的模型3与问题性网络游戏相关。本研究表明,人格特质是与个人游戏偏好相关的潜在因素。此外,异常的心理状态,尤其是抑郁情绪和注意力缺陷,可能导致有问题性网络游戏行为的个体到医院寻求治疗。