Romem Porat Shai-Li, Reznik Alexander, Masuyama Akihiro, Sugawara Daichi, Sternberg Gal Galya, Kubo Takahiro, Isralowitz Richard
Regional Alcohol and Drug Abuse Research Center, Ben Gurion University of the Negev, Beer Sheva 84105, Israel.
Faculty of Psychology, Iryo Sosei University, Iwaki 971-8550, Fukushima, Japan.
Behav Sci (Basel). 2025 Jun 22;15(7):841. doi: 10.3390/bs15070841.
Gaming is a popular leisure activity with an increasing number of participants worldwide. It has positive aspects as well as a problematic side-Internet Gaming Disorder (IGD). This behavior attracts concern among mental health and education professionals because of possible negative psycho-emotional factors. This study aimed to assess IGD among Japanese and Israeli university students and other young adults. We explored the association of culture and IGD based on gender, burnout, and loneliness. It was hypothesized that IGD would differentiate based on the respondent country (i.e., Japan or Israel) and gender, with males reporting higher levels. Furthermore, IGD would be associated with higher levels of loneliness and burnout, regardless of country. Qualtrics and Excel platforms were used to collect responses to the Internet Gaming Disorder Scale-Short Form, De Jong Gierveld Loneliness Scale, and Short Burnout Measure (SBM). Data was gathered from a cross-cultural sample of 1318 male and female university students and other young adults in Japan and Israel, between 2022 and 2023. Japanese gamers showed less IGD ( < 0.05); and males evidenced higher levels regardless of their country ( < 0.001). IGD was significantly associated with loneliness ( < 0.001) and burnout ( < 0.001). However, multiple regression analysis showed that IGD is predicted only by burnout and gender ( < 0.001), Adjusted R = 0.234. This study provides information for policy, prevention, and intervention purposes targeting burnout particularly among males who are a high-risk group. Additionally, this study contributes to possible joint online program development to reduce IGD among Japanese and Israeli gamers. Further research should examine the association between IGD and loneliness, controlling gender and other factors such as substance use, religiosity, eating behavior, depression, game genre, and motivation to play.
游戏是一项广受欢迎的休闲活动,全球参与者人数不断增加。它有积极的一面,也存在问题——网络成瘾障碍(IGD)。由于可能存在的负面心理情绪因素,这种行为引起了心理健康和教育专业人士的关注。本研究旨在评估日本和以色列大学生及其他年轻人中的网络成瘾障碍情况。我们基于性别、倦怠和孤独感探讨了文化与网络成瘾障碍之间的关联。研究假设网络成瘾障碍会因受访者所在国家(即日本或以色列)和性别而有所不同,男性报告的水平更高。此外,无论所在国家如何,网络成瘾障碍都将与更高水平的孤独感和倦怠相关联。使用Qualtrics和Excel平台收集对《网络成瘾障碍量表简版》《德容·吉尔维尔德孤独感量表》和《倦怠简易测量量表》(SBM)的回答。数据收集自2022年至2023年期间日本和以色列的1318名男女大学生及其他年轻人的跨文化样本。日本游戏玩家表现出较低的网络成瘾障碍水平(<0.05);无论所在国家如何,男性的网络成瘾障碍水平都更高(<0.001)。网络成瘾障碍与孤独感(<0.001)和倦怠(<0.001)显著相关。然而,多元回归分析表明,仅倦怠和性别可预测网络成瘾障碍(<0.001),调整后的R = 0.234。本研究为针对倦怠的政策制定、预防和干预提供了信息,尤其是针对作为高危群体的男性。此外,本研究有助于开发可能的联合在线项目,以减少日本和以色列游戏玩家中的网络成瘾障碍。进一步的研究应在控制性别以及其他因素(如物质使用、宗教信仰、饮食行为、抑郁、游戏类型和游戏动机)的情况下,考察网络成瘾障碍与孤独感之间的关联。