Victoria University Australia.
University of Mainz, Germany.
J Psychiatr Res. 2021 Jun;138:393-403. doi: 10.1016/j.jpsychires.2021.04.037. Epub 2021 May 1.
Internet Gaming Disorder (IGD), describes the abuse of Internet games with detrimental impact to the real-life social engagement of some gamers. Indeed, evidence suggests that gamers differ on the severity and way in which they express IGD symptoms, as well as their social engagement behaviours. The present study aimed to: a) profile gamers regarding their experience of IGD symptoms and; b) examine how different IGD profiles varied on social engagement behaviours.
A sample consisting of 1032 gamers (18-72 years, Mage = 24) was assessed with the Internet Gaming Disorder Scale 9 Items Short Form (IGDS9-SF) and social engagement questions regarding their participation in employment, education, romantic relationships and living status.
Latent class analyses (LCA) resulted in 4 distinct IGD classes. These entailed 'IGD aversive' (11.5%), 'Normative' (47.9%), 'Moderate IGD risk' (31.2%) and 'High IGD risk' (9.4%) gamers. The high IGD risk profile linked with higher unemployment, lower level of education and tended to live with divorced parents, friends and/or had transient accommodation.
Findings suggest that there are different IGD profiles driven by symptom severity, whilst gamers higher on IGD risk present with lower social engagement signs. Thus, social engagement and participation should be particularly targeted by IGD immunization and treatment protocols.
网络游戏障碍(IGD)描述了滥用网络游戏对某些游戏玩家现实社交参与的有害影响。事实上,有证据表明,游戏玩家在表达 IGD 症状的严重程度和方式以及他们的社交参与行为上存在差异。本研究旨在:a)根据 IGD 症状的体验对游戏玩家进行分类;b)研究不同的 IGD 症状分类在社交参与行为上的差异。
对 1032 名游戏玩家(18-72 岁,Mage=24)进行了评估,评估工具包括网络游戏障碍量表 9 项简表(IGDS9-SF)和社交参与问题,涉及他们在就业、教育、恋爱关系和居住状况方面的参与度。
潜在类别分析(LCA)得出了 4 种不同的 IGD 分类。这些分类包括“IGD 厌恶”(11.5%)、“正常”(47.9%)、“中度 IGD 风险”(31.2%)和“高度 IGD 风险”(9.4%)游戏玩家。高 IGD 风险类别的玩家更有可能失业,受教育程度较低,并且更倾向于与离异的父母、朋友一起居住,或者居住在临时住所。
研究结果表明,IGD 存在不同的症状严重程度分类,而风险较高的 IGD 患者社交参与度较低。因此,IGD 免疫和治疗方案应特别针对社交参与和参与度进行。