Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review

被引:99
|
作者
King, Daniel L. [1 ,2 ]
Delfabbro, Paul H. [1 ,2 ]
Perales, Jose C. [3 ]
Deleuze, Jory [4 ]
Kiraly, Orsolya [5 ]
Krossbakken, Elfrid [6 ]
Billieux, Joel [7 ,8 ]
机构
[1] Flinders Univ S Australia, Coll Educ Psychol & Social Work, Bedford Pk, SA, Australia
[2] Univ Adelaide, Sch Psychol, Level 5,Hughes Bldg, Adelaide, SA 5005, Australia
[3] Univ Granada, Dept Expt Psychol, Mind Brain & Behav Res Ctr, Granada, Spain
[4] Sci Res & Publicat Cell CRPS, Namur, Belgium
[5] Eotvos Lorand Univ, Inst Psychol, Budapest, Hungary
[6] Univ Bergen, Fac Psychol, Dept Psychosocial Sci, Bergen, Norway
[7] Univ Lausanne, Inst Psychol, Lausanne, Switzerland
[8] Univ Luxembourg, Inst Hlth & Behav, Addict & Compuls Behav Lab, Esch Sur Alzette, Luxembourg
基金
澳大利亚研究理事会;
关键词
Video game; Gaming disorder; Problematic gaming; Structural characteristics; Addiction; ROLE-PLAYING GAMES; IMPAIRED DECISION-MAKING; STRUCTURAL CHARACTERISTICS; VIDEO GAMES; ONLINE GAMES; INTERNET-USE; PERSONALITY-TRAITS; YOUNG-ADULTS; ADDICTION; SELF;
D O I
10.1016/j.cpr.2019.101777
中图分类号
B849 [应用心理学];
学科分类号
040203 ;
摘要
While certain player vulnerabilities are known to increase risk of gaming disorder (GD), the topic of maladaptive player x game relationships in GD has received limited attention. This review aimed to: (1) identify game types associated with GD symptomatology; and (2) evaluate individual differences (e.g., age, personality, depression) in the relationship between gaming and GD symptomatology. A systematic review of six databases identified 23 studies of the relations between game types and GD, including 13 studies employing multivariate analyses. Player vulnerabilities implicated in GD included impulsivity, risk-taking, psychopathological symptoms (e.g., depression, anxiety), and stronger gaming motivations (e.g., escapism, achievement). MMORPG involvement had the strongest positive association with GD. Problematic MMORPG players tend to have a socially anxious profile and may be attracted to the work-like roles and conventions of this genre. Problematic players of shooters tend to score higher on measures of sensation-seeking and impulsivity than other players. These findings suggest that GD may develop more readily and at more severe levels in complex, endless, socially driven games, irrespective of person-level characteristics. Some player vulnerabilities may selectively increase risk of GD for certain game types. Further research should investigate different player-game interactions to refine current models and interventions for GD.
引用
收藏
页数:13
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