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Predictors of Gaming Disorder or Protective from It, in a French Sample: A Symptomatic Approach to Self-Regulation and Pursued Rewards, Providing Insights for Clinical Practice

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  • Sophia Achab

    (Department of Psychiatry, Faculty of Medicine, Geneva University, 1205 Geneva, Switzerland)

  • Stephane Rothen

    (Research Centre for Statistics, Faculty of Economy and Management, Geneva University, 1205 Geneva, Switzerland)

  • Julie Giustiniani

    (Centre d’Investigation Clinique, INSERM CIC 1431, Centre Hospitalier Universitaire de Besançon, 25000 Besançon, France
    Laboratoire de Recherches Intégratives en Neurosciences et Psychologie Cognitive (UR LINC), Université Bourgogne Franche-Comté, 25000 Besançon, France)

  • Magali Nicolier

    (Centre d’Investigation Clinique, INSERM CIC 1431, Centre Hospitalier Universitaire de Besançon, 25000 Besançon, France
    Laboratoire de Recherches Intégratives en Neurosciences et Psychologie Cognitive (UR LINC), Université Bourgogne Franche-Comté, 25000 Besançon, France)

  • Elizabeth Franc

    (Department of Psychiatry, Faculty of Medicine, Geneva University, 1205 Geneva, Switzerland)

  • Daniele Zullino

    (Department of Psychiatry, Faculty of Medicine, Geneva University, 1205 Geneva, Switzerland)

  • Frederic Mauny

    (Unité de Méthodologie en Recherche Clinique, Épidémiologie et Santé Publique, CIC Inserm 143, University Hospital, 25000 Besançon, France
    UMR CNRS 6249 Chrono Environnement, Franche-Comté University, 25000 Besançon, France)

  • Emmanuel Haffen

    (Centre d’Investigation Clinique, INSERM CIC 1431, Centre Hospitalier Universitaire de Besançon, 25000 Besançon, France
    Laboratoire de Recherches Intégratives en Neurosciences et Psychologie Cognitive (UR LINC), Université Bourgogne Franche-Comté, 25000 Besançon, France
    Fondation FondaMental, 94000 Créteil, France)

Abstract

Gaming disorder (GD) is a new health condition still requiring a lot of evidence established around its underlying and related psychological mechanisms. In our study we focused on Massively Multiplayer Online Role Playing Games (MMORPGs), a specific very popular and engaging game genre, to determine that benefit, motivation and control aspects could be predictive of a dysfunctional engagement in gaming. In total, 313 participants were recruited from private forums of gamers between May 2009 and March 2010. They filled out a questionnaire on their socio-demographic data and their weekly gaming time. They also completed different psychometric assessments such as the DSM IV-TR criteria for substance dependence adapted to gaming such as the Dependence Adapted Scale (DAS), the external rewards they expected from gaming (External Motives), the expected internal reward they expected from gaming (Internal Motives), the Zuckerman Sensation Seeking Scale (ZSSS), and the Barratt impulsiveness Scale (BIS-10). Results showed that some psychological factors related to online gaming represented risk factors for GD in participants (i.e., competition and advancement motives, reduced anxiety, solace, greater personal satisfaction, and sense of power), whereas some others were found to be protective factors from GD (i.e., recreation, enjoyment and experience seeking) in participants. Additionally, the study found that disinhibition, boredom susceptibility, thrill and adventure seeking, and high impulsivity were correlated to GD in participants. In conclusion, not only motives for gaming and impulsivity could be predictors for GD, but maladaptive coping strategies based on experienced relief in-game from negative feelings (anxiety and boredom) or experienced improvement in-game of self-perception (personal satisfaction, sense of power) could play as well a role of negative reinforcers for GD. Some benefits from gaming, typically entertainment and enjoyment, are shown to be protective factors from GD, playing the role of positive reinforcing factors. They are worthy of being identified and promoted as functional gaming habits. These findings can feed the clinical and health promotion fields, with a more in-depth understanding of diverse psychological factors in gamers, identifying those at risk for GD and those protective from it. The current work can foster a more balanced approach towards gaming activities, taking their opportunities for mankind and controlling for their adverse effects in some individuals.

Suggested Citation

  • Sophia Achab & Stephane Rothen & Julie Giustiniani & Magali Nicolier & Elizabeth Franc & Daniele Zullino & Frederic Mauny & Emmanuel Haffen, 2022. "Predictors of Gaming Disorder or Protective from It, in a French Sample: A Symptomatic Approach to Self-Regulation and Pursued Rewards, Providing Insights for Clinical Practice," IJERPH, MDPI, vol. 19(15), pages 1-19, August.
  • Handle: RePEc:gam:jijerp:v:19:y:2022:i:15:p:9476-:d:878652
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    References listed on IDEAS

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    1. Eugénie Khatcherian & Daniele Zullino & Diego De Leo & Sophia Achab, 2022. "Feelings of Loneliness: Understanding the Risk of Suicidal Ideation in Adolescents with Internet Addiction. A Theoretical Model to Answer to a Systematic Literature Review, without Results," IJERPH, MDPI, vol. 19(4), pages 1-12, February.
    2. Geoffrey L. Ream & Luther C. Elliott & Eloise Dunlap, 2011. "Patterns of and Motivations for Concurrent Use of Video Games and Substances," IJERPH, MDPI, vol. 8(10), pages 1-14, October.
    3. Hyera Ryu & Ji-Yoon Lee & Aruem Choi & Sunyoung Park & Dai-Jin Kim & Jung-Seok Choi, 2018. "The Relationship between Impulsivity and Internet Gaming Disorder in Young Adults: Mediating Effects of Interpersonal Relationships and Depression," IJERPH, MDPI, vol. 15(3), pages 1-11, March.
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