Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study

被引:6
作者
Li, Yifan [1 ]
Tang, Ying [1 ]
Huang, Shucai [2 ]
Tan, Linxiang [3 ]
Huang, Qiuping [4 ]
Chen, Xinxin [1 ]
Lin, Shuhong [1 ]
Hao, Jingyue [1 ]
Liao, Zhenjiang [1 ]
Shen, Hongxian [1 ,5 ]
机构
[1] Cent South Univ, Xiangya Hosp 2, Natl Clin Res Ctr Mental Disorders, Dept Psychiat, Changsha, Peoples R China
[2] Fourth Peoples Hosp Wuhu, Dept Psychiat, Wuhu, Peoples R China
[3] Cent South Univ, Educ Ctr Mental Hlth, Changsha, Peoples R China
[4] Hunan Univ Chinese Med, Sch Humanities & Management, Dept Appl Psychol, Changsha, Peoples R China
[5] Cent South Univ, Xiangya Hosp 2, Natl Clin Res Ctr Mental Disorders, Dept Psychiat, 139 Renmin Rd, Changsha 410011, Peoples R China
来源
JMIR SERIOUS GAMES | 2023年 / 11卷
基金
中国国家自然科学基金; 国家重点研发计划;
关键词
internet gaming disorder; gaming device; gaming motivation; personality traits; gaming use characteristics; GAME GENRE; SOCIAL ANXIETY; STUDENTS; IMPULSIVITY; ADDICTION;
D O I
10.2196/40130
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: Chinese gamers use computer and mobile phone games widely. Consequently, concerns regarding the development of internet gaming disorder (IGD) in adolescents have been raised. However, only a few studies have focused on the influence of gaming devices on IGD.Objective: This study aims to compare sociodemographic information, gaming use characteristics, personality traits, and gaming motivations between computer game users (CGUs) and mobile phone game users (MGUs), as well as identifying IGD predictors.Methods: This was a cross-sectional study. A total of 3593 internet game players took part in an online survey, which included sociodemographic information, gaming patterns, gaming motivations, the Chinese version of the Video Game Dependency Scale, and the Chinese Big Five Personality Inventory brief version. The population was divided into 2 groups for comparison by mobile phone or computer use, and the IGD population was also compared within the 2 groups.Results: There were significant differences between the 2 gaming device groups in the time (t2994=7.75, P<.001) and money (t2994=5.11, P<.001) spent on gaming and in internet game addiction scores (t2994=3.68, P<.001). Individuals using different gaming devices had different game motivations and personality traits and preferred different genres of games. Results showed that IGD predictors were different for the 2 groups, for example, strategy (odds ratio [OR] 4.452, 95% CI 1.938-10.227; P<.001) and action shooter (OR 3.725, 95% CI 1.465-9.474; P=.01) games increased the risk for MGUs.Conclusions: Gaming devices should be considered during early identification, such as long daily gaming time, much money spent on gaming, neuroticism, and conscientiousness. In addition, more research should be conducted on new gaming devices and IGD treatment.
引用
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页数:11
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