Department of Psychology, University of Geneva, Switzerland.
Department of Psychiatry, University of Geneva, Switzerland.
Compr Psychiatry. 2024 Aug;133:152500. doi: 10.1016/j.comppsych.2024.152500. Epub 2024 May 10.
Recognizing the crucial importance of understanding the impact of video games on health in today's gaming-dominated world, our study aimed to investigate the relationship between gaming time and Internet Gaming Disorder (IGD). Despite the widespread assumption that a connection exists between both, previous studies have revealed highly variable associations, highlighting significant weaknesses in establishing a robust link.
To unravel this complex relationship, we recruited two independent samples of League of Legends players. We combined the collection of self-reported and actual gameplay data, together with assessments of mental health, personality traits, and cognitive abilities.
Surprisingly, none of the gaming variables demonstrated a robust and stable association with IGD, regardless of whether players spent less than or more than 30 hours per week gaming-a threshold suggested by the American Psychiatric Association as a potential indicator of disordered gaming. Notably, mental health factors, such as anxiety, depression and ADHD, emerged as the most influential predictors of IGD.
These findings, replicated across two independent samples, challenge the prevailing belief that limiting screen time alone effectively combats IGD. Instead, mental health factors play a crucial role in mitigating risks associated with gaming. Policies focusing solely on restricting screen time are insufficient in reducing the prevalence or symptoms of IGD. Rather, a comprehensive approach that considers mental health and key personality traits must be adopted to safeguard the well-being of individuals engaged in gaming.
认识到理解视频游戏对当今游戏主导世界健康的重要性,我们的研究旨在调查游戏时间与网络游戏障碍(IGD)之间的关系。尽管普遍认为两者之间存在联系,但先前的研究揭示了高度可变的关联,突出了建立稳健联系的明显弱点。
为了揭示这种复杂的关系,我们招募了两个独立的英雄联盟玩家样本。我们结合了自我报告和实际游戏数据的收集,以及心理健康、人格特质和认知能力的评估。
令人惊讶的是,无论玩家每周游戏时间少于或多于 30 小时——美国精神病学协会认为这是游戏障碍的一个潜在指标,没有一个游戏变量与 IGD 表现出稳健和稳定的关联。值得注意的是,焦虑、抑郁和 ADHD 等心理健康因素是 IGD 的最主要预测因素。
这些在两个独立样本中复制的发现,挑战了仅限制屏幕时间就能有效对抗 IGD 的普遍信念。相反,心理健康因素在减轻与游戏相关的风险方面起着至关重要的作用。仅关注限制屏幕时间的政策不足以降低 IGD 的患病率或症状。相反,必须采用一种综合方法,考虑心理健康和关键人格特质,以保护参与游戏的个人的福祉。