Chang Rose Seoyoung, Lee Minju, Im Jooyeon Jamie, Choi Kee-Hong, Kim Jueun, Chey Jeanyung, Shin Suk-Ho, Ahn Woo-Young
Department of Psychology, Seoul National University, Seoul, Republic of Korea.
School of Psychology, Korea University, Seoul, Republic of Korea.
Front Psychiatry. 2023 Jul 18;14:1200230. doi: 10.3389/fpsyt.2023.1200230. eCollection 2023.
Considering the growing number of gamers worldwide and increasing public concerns regarding the negative consequences of problematic gaming, the aim of the present systematic review was to provide a comprehensive overview of gaming disorder (GD) by identifying empirical studies that investigate biological, psychological, and social factors of GD using screening tools with well-defined psychometric properties.
A systematic literature search was conducted through PsycINFO, PubMed, RISS, and KISS, and papers published up to January 2022 were included. Studies were screened based on the GD diagnostic tool usage, and only five scales with well-established psychometric properties were included. A total of 93 studies were included in the synthesis, and the results were classified into three groups based on biological, psychological, and social factors.
Biological factors ( = 8) included reward, self-concept, brain structure, and functional connectivity. Psychological factors ( = 67) included psychiatric symptoms, psychological health, emotion regulation, personality traits, and other dimensions. Social factors ( = 29) included family, social interaction, culture, school, and social support.
When the excess amount of assessment tools with varying psychometric properties were controlled for, mixed results were observed with regards to impulsivity, social relations, and family-related factors, and some domains suffered from a lack of study results to confirm any relevant patterns.
More longitudinal and neurobiological studies, consensus on a diagnostic tool with well-defined psychometric properties, and an in-depth understanding of gaming-related factors should be established to settle the debate regarding psychometric weaknesses of the current diagnostic system and for GD to gain greater legitimacy in the field of behavioral addiction.
鉴于全球游戏玩家数量不断增加,且公众对问题游戏的负面影响愈发担忧,本系统综述的目的是通过识别实证研究来全面概述游戏障碍(GD),这些研究使用具有明确心理测量特性的筛查工具来调查GD的生物、心理和社会因素。
通过PsycINFO、PubMed、RISS和KISS进行系统的文献检索,纳入截至2022年1月发表的论文。根据GD诊断工具的使用情况筛选研究,仅纳入五种具有良好心理测量特性的量表。共有93项研究纳入综合分析,并根据生物、心理和社会因素将结果分为三组。
生物因素(n = 8)包括奖励、自我概念、脑结构和功能连接。心理因素(n = 67)包括精神症状、心理健康、情绪调节个性特质和其他维度。社会因素(n = 29)包括家庭、社会互动、文化、学校和社会支持。
当控制了具有不同心理测量特性的评估工具数量过多的情况后,在冲动性、社会关系和家庭相关因素方面观察到了混合结果,并且一些领域缺乏研究结果来证实任何相关模式。
应开展更多纵向和神经生物学研究,就具有明确心理测量特性的诊断工具达成共识,并深入了解与游戏相关的因素,以解决当前诊断系统心理测量弱点的争议,并使GD在行为成瘾领域获得更大的合法性。