Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.
Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar; College of Education, Psychology and Social Work, Flinders University, Adelaide, Australia.
Addict Behav. 2024 Nov;158:108120. doi: 10.1016/j.addbeh.2024.108120. Epub 2024 Jul 26.
Comorbidity between attention-deficit/hyperactivity disorder (ADHD) and gaming disorder (GD) is widely recognized in the literature. Previous research has indicated gender-dependent underlying mechanisms in the development and maintenance of problematic gaming. Motivational research presents an opportunity to provide further insight regarding the nature of this association. Self-report data were collected from videogame players (N = 14,740) using an online survey in collaboration with a popular gaming magazine. The survey included items concerning symptoms of ADHD and GD, motives for gaming, and time spent playing videogames. Structural equation modeling was used to create two parallel mediation models (one for males, one for females), including motives to play games as mediators. This was done to potentially explain psychological drivers of the association between ADHD and GD. Results demonstrated a common pathway from inattention to GD symptom severity through the immersion/escapism motivation for both males (β = 0.068; p < 0.001) and females (β = 0.081; p < 0.05), while the paths from inattention to GD symptom severity through the habit/boredom motive (β = 0.094; p < 0.001) and competition motive (β = 0.021; p < 0.001) were only significant for males. Gamers experiencing symptoms of ADHD, especially inattentive symptoms, are at risk of the occurrence of GD symptoms through videogames becoming a source of maladaptive coping with daily psychological disturbances. Males experiencing inattentive symptoms tend to additionally develop problematic patterns of use through videogame playing, becoming a subjectively meaningless and boredom-reduction-oriented habitual activity or a platform of virtual competition. Unique differences suggest the necessity of different treatment approaches for males and females.
注意力缺陷/多动障碍 (ADHD) 和游戏障碍 (GD) 之间的共病在文献中得到广泛认可。先前的研究表明,在问题性游戏的发展和维持中存在依赖于性别的潜在机制。动机研究为进一步了解这种关联的性质提供了机会。使用在线调查与一家流行的游戏杂志合作,从电子游戏玩家(N=14740)中收集自我报告数据。该调查包括有关 ADHD 和 GD 症状、游戏动机和玩电子游戏时间的项目。结构方程模型用于创建两个平行的中介模型(一个用于男性,一个用于女性),包括游戏动机作为中介。这是为了潜在地解释 ADHD 和 GD 之间关联的心理驱动因素。结果表明,对于男性(β=0.068;p<0.001)和女性(β=0.081;p<0.05),从注意力不集中到 GD 症状严重程度的共同途径是通过沉浸/逃避现实的动机,而从注意力不集中到 GD 症状严重程度的途径是通过习惯/无聊动机(β=0.094;p<0.001)和竞争动机(β=0.021;p<0.001)仅对男性有意义。患有 ADHD 症状的游戏玩家,尤其是注意力不集中的症状,通过将电子游戏变成应对日常心理困扰的不良应对方式,面临出现 GD 症状的风险。患有注意力不集中症状的男性往往会通过玩电子游戏进一步发展出有问题的使用模式,成为一种主观上无意义且以减少无聊为导向的习惯性活动,或者成为虚拟竞争的平台。独特的差异表明,男性和女性需要不同的治疗方法。