University of Parma - Department of Humanities, Social Sciences and Cultural Industries. Borgo Carissimi 10, 43121 Parma (PR), Italy.
Addict Behav. 2022 Sep;132:107368. doi: 10.1016/j.addbeh.2022.107368. Epub 2022 May 16.
Problematic gaming is a topic of great clinical and social relevance, so it is particularly important to identify its protective and risk factors. Literature already showed that maladaptive personality favors problematic gaming. In the light of Kernberg's model of personality organization, the present cross-sectional study aimed to evaluate the mediational process through which low level of personality organization associates with problematic gaming, exploring the role of depressive and anxious symptoms and of motivations for playing. A sample of 1036 video gamers filled in an online survey regarding: level of personality organization; depressive and anxious symptoms; socializing, achievement, and immersion motivations for playing; problematic gaming. The path analysis showed that lower level of personality organization associated with greater problematic gaming and that depressive (but not anxious) symptoms, and socializing and achievement (but not immersion) motivations positively mediated this relationship. Furthermore, results showed that psychopathological symptoms and achievement motivations sequentially mediated the relationship between low level of personality organization and problematic gaming, highlighting that depressive symptoms secondary to a low level of personality organization could lead to a risky use of video games, i.e., they could push to use video games to self-enhance oneself, a dysfunctional strategy that exposes to problematic gaming. The study gives some indications on the variables that associate with problematic gaming and has some practical relevance, providing suggestions in the design of effective problematic gaming prevention and treatment interventions.
问题性游戏是一个具有重要临床和社会意义的话题,因此识别其保护和风险因素尤为重要。文献已经表明,适应不良的人格有利于问题性游戏。在 Kernberg 人格组织模型的基础上,本横断面研究旨在通过中介过程来评估人格组织水平与问题性游戏之间的关联,探讨抑郁和焦虑症状以及游戏动机的作用。1036 名视频游戏玩家填写了一份在线调查,内容涉及:人格组织水平、抑郁和焦虑症状、社交、成就和沉浸动机、问题性游戏。路径分析表明,较低的人格组织水平与更大的问题性游戏有关,而抑郁(而非焦虑)症状以及社交和成就(而非沉浸)动机正向中介了这种关系。此外,研究结果表明,心理病理症状和成就动机依次中介了人格组织水平低与问题性游戏之间的关系,这突出表明人格组织水平低导致的抑郁症状可能导致对视频游戏的风险使用,即可能促使玩家使用视频游戏来自我提升,这是一种功能失调的策略,会导致问题性游戏。该研究提供了一些与问题性游戏相关的变量的指示,并具有一定的实际意义,为设计有效的问题性游戏预防和治疗干预措施提供了建议。