The influence of game genre on Internet gaming disorder

被引:64
|
作者
Na, Euihyeon [1 ]
Choi, Inyoung [2 ]
Lee, Taek-Ho [3 ]
Lee, Hyeseon [3 ]
Rho, Mi Jung [2 ]
Cho, Hyun [4 ]
Jung, Dong Jin [4 ]
Kim, Dai-Jin [1 ,4 ]
机构
[1] Catholic Univ Korea, Seoul St Marys Hosp, Dept Psychiat, Coll Med, 222 Banpo Daero, Seoul 06591, South Korea
[2] Catholic Univ Korea, Dept Med Informat, Coll Med, 222 Banpo Daero, Seoul 06591, South Korea
[3] Pohang Univ Sci & Technol, Dept Ind & Management Engn, Pohang, South Korea
[4] Catholic Univ Korea, Seoul St Marys Hosp, Addict Res Inst, Dept Psychiat,Coll Med, Seoul, South Korea
基金
新加坡国家研究基金会;
关键词
Internet gaming disorder; game genre; anxiety; impulsivity; self-control; behavioral addiction; ROLE-PLAYING GAMES; IMPULSIVITY; PREVALENCE; ADDICTION; PROBABILITY; PREDICTORS; ANXIETY; TRAITS; ADULTS; TIME;
D O I
10.1556/2006.6.2017.033
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
Background and aims: Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods: Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results: MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions: The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.
引用
收藏
页码:248 / 255
页数:8
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