Luquiens Amandine, von Hammerstein Cora, Benyamina Amine, Perney Pascal
Universitary Hospital of Nîmes, University of Montpellier, Nîmes, France.
UVSQ, CESP, INSERM, Paris-Saclay University, University of Paris-Sud, Villejuif, France.
JMIR Ment Health. 2021 Nov 26;8(11):e26521. doi: 10.2196/26521.
Models based on the uniqueness of addiction processes between behavioral addictions are highly contentious, and the inclusion of gaming disorder in the addiction nosography remains controversial. An exploratory approach could clarify a hypothesized common and subjectively identifiable process in addictive behaviors and the necessarily different expressions of the disorder due to behavior specificities, in particular the sociocultural characteristics and profiles of users.
The aim of this study was to describe the nature of contacts to a help service by exploring commonality and specificities of burden and help-seeking for problem gambling or gaming.
This was an observational quantitative-qualitative study. We included all contacts (ie, online questions and contacts by phone or chat when the helper completed a summary) to a helpline for gamers, gamblers, and relatives over a 7-year period. We constituted a text corpus with online questions and summaries of contacts by phone or chat. We collected basic sociodemographic data, including the device used to contact the service (phone or internet), contacting the service for oneself ("user") or being a relative of a user and type of relative, gambling (yes/no), gaming (yes/no), and age and sex of the gambler/gamer. We describe the corpus descriptively and report the computerized qualitative analysis of online questions, chat, and summary of phone calls. We performed a descendant hierarchical analysis on the data.
A total of 14,564 contacts were made to the helpline, including 10,017 users and 4547 relatives. The corpus was composed of six classes: (1) gaming specificities, (2) shared psychological distress and negative emotions, (3) the procedure for being banned from gambling, (4) the provided help, (5) gambling specificities, and (6) financial problems.
Negative emotions and shared distress linked to gambling and gaming support current scientific consensus that these behaviors can produce psychological distress in se; however, meaningful differences were observed in core symptoms of addiction between gamers and gamblers, beyond specificities related to the behavior itself: loss of control was elicited in the class corresponding to gambling specificities and not by gamers and their relatives.
基于行为成瘾之间成瘾过程独特性的模型极具争议性,且在成瘾分类学中纳入游戏障碍仍存在争议。一种探索性方法可以阐明成瘾行为中假设的共同且主观可识别的过程,以及由于行为特异性(特别是用户的社会文化特征和概况)导致的该障碍必然不同的表现形式。
本研究的目的是通过探索问题赌博或游戏负担和寻求帮助的共性与特异性,来描述与帮助服务机构接触的性质。
这是一项观察性定量 - 定性研究。我们纳入了7年间所有与游戏玩家、赌徒及其亲属的帮助热线的接触(即在线问题以及当帮助者完成总结时通过电话或聊天的接触)。我们构建了一个包含在线问题以及电话或聊天接触总结的文本语料库。我们收集了基本的社会人口统计学数据,包括用于联系服务的设备(电话或互联网)、为自己(“用户”)还是用户的亲属联系服务以及亲属类型、赌博(是/否)、游戏(是/否)以及赌徒/游戏玩家的年龄和性别。我们对语料库进行描述性描述,并报告对在线问题、聊天和电话总结的计算机化定性分析。我们对数据进行了降序层次分析。
共向帮助热线进行了14564次接触,包括10017名用户和4547名亲属。语料库由六类组成:(1)游戏特异性,(2)共同的心理困扰和负面情绪,(3)被禁止赌博的程序,(4)提供的帮助,(5)赌博特异性,以及(6)财务问题。
与赌博和游戏相关的负面情绪和共同困扰支持了当前的科学共识,即这些行为本身会产生心理困扰;然而,除了与行为本身相关的特异性之外,在游戏玩家和赌徒的成瘾核心症状方面观察到了有意义的差异:失控出现在与赌博特异性相对应的类别中,而游戏玩家及其亲属未出现。