Labpsy EA4139 Laboratory, University of Bordeaux, France.
Institute of Psychology, University of Lausanne, Lausanne, Switzerland; Center for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals (CHUV), Lausanne, Switzerland.
Addict Behav. 2022 Oct;133:107363. doi: 10.1016/j.addbeh.2022.107363. Epub 2022 May 11.
Online competitive practice of video games has recently known a significant worldwide expansion. However, this practice can be associated to problematic use and deterioration of quality of life depending on multiple determinants, among which motivation is central. The purpose of this study was to identify motivational clusters and to compare them regarding quality of life, problematic use of video game, and personality traits.
Participants (N = 256) in this cross-sectional study were recruited through specialized websites to complete self-reported questionnaires assessing motivation to play online (MOGQ), personality (BFI-Fr), quality of life (WHOQOL-BREF), and problematic gaming (IGD-Scale). A hierarchical clustering analysis and intergroup comparative analyses were conducted.
Three motivational clusters were identified ("recreational", "competitive" and "escapers"). "Competitive" and "escapers" players reported higher IGD scores than the "recreational" players (p <.001). However, "escapers" players had lower psychological health scores (p <.001), were more neurotic (p <.001), and less extroverted (p <.001) than the others. Based on IGD scores, "competitive" and "escapers" players were considered as problematic albeit only "escapers" exhibited a functional impairment. Therefore, engaged and problematic players cannot be differentiated with IGD scores.
IGD scores were insufficient to differentiate between players at risk of evolution toward pathological states (i.e., "escapers" players) and those whose strong engagement is not detrimental to their quality of life (i.e., "competitive" players). Consequently, considering both psychological health and motivation is necessary to assess the problematic nature of competitive videogame practice. Better definitions and assessment tools are essential in order to avoid over-diagnosis of non-pathological gaming behavior.
在线电子竞技游戏在最近几年得到了全球范围内的显著扩张。然而,这种行为可能会导致问题性使用,并根据多种决定因素(包括动机)影响生活质量。本研究的目的是识别动机集群,并比较它们的生活质量、游戏问题使用和人格特质。
本横断面研究通过专门的网站招募参与者,让他们填写在线游戏动机问卷(MOGQ)、人格问卷(BFI-Fr)、生活质量问卷(WHOQOL-BREF)和游戏问题量表(IGD-Scale)。进行了层次聚类分析和组间比较分析。
确定了三个动机集群(“娱乐”、“竞争”和“逃避”)。“竞争”和“逃避”玩家的 IGD 评分高于“娱乐”玩家(p<.001)。然而,“逃避”玩家的心理健康评分较低(p<.001),他们更神经质(p<.001),也更内向(p<.001)。根据 IGD 评分,“竞争”和“逃避”玩家被认为是有问题的,尽管只有“逃避”玩家表现出功能障碍。因此,仅根据 IGD 评分无法区分有风险发展为病理性状态的玩家(即“逃避”玩家)和那些强烈参与但不会对其生活质量造成损害的玩家(即“竞争”玩家)。因此,评估竞争视频游戏实践的问题性质需要同时考虑心理健康和动机。为了避免对非病理性游戏行为的过度诊断,更好的定义和评估工具是必要的。