Giardina Alessandro, Fournier Loïs, Starcevic Vladan, King Daniel L, Di Blasi Maria, Schimmenti Adriano, Billieux Joël
1Institute of Psychology, University of Lausanne, Lausanne, Switzerland.
2Faculty of Medicine and Health, Sydney Medical School, Nepean Clinical School, Brain and Mind Centre, University of Sydney, Sydney, Australia.
J Behav Addict. 2024 Nov 26;13(4):1028-1050. doi: 10.1556/2006.2024.00059. Print 2024 Dec 30.
In the Compensatory-Dissociative Online Gaming (C-DOG; Giardina et al., 2024) model, we proposed a continuum from compensatory to dissociative gaming involvement. This continuum represents different degrees of integration between physical and virtual environments with three core processes - Active Escapism, Escape, and Dissociation - and two peripheral processes - Gaming-Related Relaxation and Body-Mind Detachment. Here, we developed and tested a multidimensional measure based on this model.
We capitalized on existing items for measuring escapism and dissociation and we generated new items consistent with the hypothesized model dimensions. A total of 54 items were administered to 1,176 online gamers playing different game genres, together with measures of problematic gaming, passion for gaming, and other psychological distress indicators.
Exploratory and confirmatory factor analyses yielded a six-factor, 36-item structure, with multiple hierarchical regression analyses highlighting unique associations with other psychological constructs assessed.
The following factors were identified: (1) Emotional Displacement - redirection of negative emotion into the game with associated relaxation; (2) Absorption - detachment of the player from time and space while gaming; (3) Active Escapism - simulative use of the game to compensate for lack of self-confidence in reaching physical life objectives; (4) Virtual Withdrawal - maladaptive gaming to balance impaired social functioning, predicted by traumatic experiences and pervasive depression; (5) Dissociative Regulation - dysfunctional level of engagement associated with excessive anxiety; (6) Failure Escape - problematic avoidance via gaming related to fear of future failures.
The C-DOG factors identify critical psychological processes associated with problematic gaming, with relevant research and clinical implications.
在补偿性-解离性网络游戏(C-DOG;贾尔迪纳等人,2024年)模型中,我们提出了一个从补偿性到解离性游戏参与的连续体。这个连续体代表了物理和虚拟环境之间不同程度的整合,包括三个核心过程——主动逃避现实、逃避和解离,以及两个外围过程——与游戏相关的放松和身心分离。在此,我们基于该模型开发并测试了一种多维度测量方法。
我们利用现有的用于测量逃避现实和解离的项目,并生成了与假设模型维度一致的新项目。总共54个项目被施测于1176名玩不同游戏类型的在线游戏玩家,同时还测量了问题游戏、游戏热情和其他心理困扰指标。
探索性和验证性因素分析得出了一个六因素、36项的结构,多项层次回归分析突出了与所评估的其他心理结构的独特关联。
确定了以下因素:(1)情绪转移——将负面情绪重新导向游戏并伴有相关的放松;(2)沉浸——玩家在游戏时与时间和空间分离;(3)主动逃避现实——模拟使用游戏来弥补在实现现实生活目标方面缺乏自信;(4)虚拟退缩——适应不良的游戏行为以平衡受损的社交功能,由创伤经历和广泛性抑郁预测;(5)解离调节——与过度焦虑相关的功能失调的参与水平;(6)失败逃避——通过与害怕未来失败相关的游戏进行有问题的回避。
C-DOG因素确定了与问题游戏相关的关键心理过程,具有相关的研究和临床意义。