Institute of Social Sciences, Slovak Academy of Sciences.
Department of Music, Art and Culture Studies, Faculty of Humanities and Social Sciences, University of Jyvaskyla.
Psychol Addict Behav. 2024 Jun;38(4):475-487. doi: 10.1037/adb0000960. Epub 2023 Sep 21.
From 2022, the includes the first mental disorder based on digital technology, "gaming disorder," which was previously suggested as a condition for further examination in the In this cross-sectional study, we provide the first large-scale network analysis of various symptom structures for these constructs to understand the complex interconnections between their proposed symptoms.
Culturally diverse samples of 2,846 digital game players ( = 25.3 years) and 746 esports players ( = 23.5 years) were recruited. A network approach was applied to explore a multiverse of gaming disorder symptom structures, effects of item operationalization, and possible external moderators. Gaming disorder was measured using the Internet Gaming Disorder Scale 9-Short Form (IGDS9-SF), Gaming Disorder Test, and several items borrowed from Chinese Internet Gaming Disorder Scale, Personal Internet Gaming Disorder Evaluation-9, and Clinical Video game Addiction Test 2.0 scales.
Two symptoms (loss of control and continued use despite problems) present in both, the and were systematically central to most of the analyzed networks. Alternative operationalizations of single items systematically caused significant network differences. Networks were invariant across groups of play style, age, gender, gaming time, and most of the psychosocial characteristics.
Our results caution practitioners and researchers when studying and interpreting gaming disorder symptoms. The data indicate that even minor operational changes in symptoms can lead to significant network-level changes, thus highlighting the need for careful wording. (PsycInfo Database Record (c) 2024 APA, all rights reserved).
自 2022 年起,《国际疾病分类》(ICD)纳入了首个基于数字技术的精神障碍“游戏障碍”,此前该障碍曾被提议作为进一步研究的条件列入《国际疾病分类》第十一次修订本(ICD-11)。在这项横断面研究中,我们首次对这些结构的各种症状结构进行了大规模的网络分析,以了解其拟议症状之间的复杂相互关系。
我们招募了来自不同文化背景的 2846 名数字游戏玩家(平均年龄为 25.3 岁)和 746 名电子竞技玩家(平均年龄为 23.5 岁)。应用网络方法来探索游戏障碍症状结构的多种可能性、项目操作化的影响以及可能的外部调节因素。使用《互联网游戏障碍量表 9 短式》(IGDS9-SF)、《游戏障碍测试》以及从《中国互联网游戏障碍量表》《个人互联网游戏障碍评估-9》和《临床视频游戏成瘾测试 2.0》量表中借用的几个项目来测量游戏障碍。
两种症状(失控和尽管有问题仍继续使用)同时存在于《国际疾病分类》和《国际疾病分类第十一次修订本》中,是大多数分析网络中系统的核心症状。对单项的替代操作化系统地导致了显著的网络差异。网络在游戏风格、年龄、性别、游戏时间以及大多数心理社会特征的群体中是不变的。
我们的研究结果提醒研究人员和从业者在研究和解释游戏障碍症状时要谨慎。这些数据表明,即使是症状的微小操作变化也会导致显著的网络级变化,从而强调了措辞谨慎的必要性。