1The Department of Decoded Neurofeedback, Computational Neuroscience Laboratories, Advanced Telecommunications Research Institute International, Kyoto, Japan.
2Department of Neuropsychiatry, Faculty of Life Sciences, Kumamoto University, Kumamoto, Japan.
J Behav Addict. 2024 Jan 10;13(1):205-214. doi: 10.1556/2006.2023.00076. Print 2024 Mar 26.
Game genres, availability on smartphones, in-game purchases, and playing duration, have been thought to influence Gaming Disorder (GD). However, little research has comprehensively examined their relationships with GD. Therefore, we examined the relationship between GD, in-game purchases, gaming duration via consoles and smartphones, and genres of smartphone games. Study 1 was based on self-reports, and Study 2 included objective data to clarify these associations.
We conducted two independent online surveys that collected sociodemographic data, game use patterns, and psychopathological assessment data, including GD severity (Study 1: N = 32,690; Study 2: N = 3,163). General mental illness scores and objective gaming time were also collected in Study 2.
In Study 1, in-game purchases, several gaming genres, and subjective gaming duration were positively associated with probable GD. On the other hand, interactions between card games and loot box charges were negatively related to probable GD. In Study 2, objective gaming times of most game genres were not associated with GD. Although the correlation between subjective and objective gaming duration was moderate, their correlations with GD differed.
These results suggest the complexity of relationships between GD and in-game purchases, genres, and gaming duration. Results of this study suggest the importance of proper assessment of GD reflecting actual functional impairment in social life. Future studies should improve and update evaluation of assessments for gaming.
游戏类型、智能手机可用性、游戏内购买和游戏时长被认为会影响游戏障碍(GD)。然而,很少有研究全面考察它们与 GD 的关系。因此,我们考察了 GD、游戏内购买、通过游戏机和智能手机的游戏时长,以及智能手机游戏类型之间的关系。研究 1 基于自我报告,研究 2 包括客观数据以澄清这些关联。
我们进行了两项独立的在线调查,收集了社会人口统计学数据、游戏使用模式和心理病理学评估数据,包括 GD 严重程度(研究 1:N = 32690;研究 2:N = 3163)。在研究 2 中还收集了一般精神疾病评分和客观游戏时间。
在研究 1 中,游戏内购买、几种游戏类型和主观游戏时长与可能的 GD 呈正相关。另一方面,卡牌游戏和战利品箱费用之间的相互作用与可能的 GD 呈负相关。在研究 2 中,大多数游戏类型的客观游戏时间与 GD 无关。尽管主观和客观游戏时长之间的相关性适中,但它们与 GD 的相关性不同。
这些结果表明,GD 与游戏内购买、类型和游戏时长之间的关系很复杂。本研究的结果表明,适当评估反映社会生活中实际功能障碍的 GD 的重要性。未来的研究应改进和更新对游戏评估的评估。