Gaming disorder and stigma-related judgements of gaming individuals: An online randomized controlled trial

被引:10
作者
Galanis, Christina R. R. [1 ]
Weber, Nathan [1 ]
Delfabbro, Paul H. H. [2 ]
Billieux, Joel [3 ,4 ]
King, Daniel L. L. [1 ]
机构
[1] Flinders Univ S Australia, Coll Educ Psychol & Social Work, Sturt Rd, Adelaide, SA 5042, Australia
[2] Univ Adelaide, Sch Psychol, Adelaide, SA, Australia
[3] Univ Lausanne, Inst Psychol, Lausanne, Switzerland
[4] Lausanne Univ Hosp, Ctr Excess Gambling, Addict Med, Lausanne, Switzerland
关键词
addiction; experiment; gaming disorder; ICD-11; stigma; vignette; MENTAL-ILLNESS; PUBLIC-ATTITUDES; MODEL; ADDICTION; DIAGNOSIS; INCLUSION; PEOPLE; ICD-11;
D O I
10.1111/add.16211
中图分类号
R194 [卫生标准、卫生检查、医药管理];
学科分类号
摘要
Background and aimsThe inclusion of gaming disorder (GD) in the International Classification of Diseases 11th Revision (ICD-11) has generated scholarly debate, including claims about its potential stigmatizing effects on the wider gaming population. The present study aimed to estimate the effect of addiction-based and non-addiction-based conceptualizations of problem gaming on stigma of gamers. DesignThis preregistered experiment involved a 2 (health information: addiction-related or non-addiction-related) x 3 (vignette: problem, regular or casual gamer) randomized, between-subjects design. SettingAn international sample of participants was recruited via Prolific in June and July 2021. ParticipantsParticipants were eligible (n = 1228) if they were aged 35 to 50 years, played video games for no more than 6 hours per week and did not endorse DSM-5 or ICD-11 criteria for GD. Intervention and comparatorParticipants were provided with an explanation of problem gaming as related to either an addictive disorder (i.e. 'addiction' explanation) or personal choice and lifestyle factors (i.e. 'non-addiction' explanation). MeasurementsThe Attribution Questionnaire (AQ) and Universal Stigma Scale (USS) assessed stigma toward each gamer vignette. Vignettes described a problem gamer (with features of GD); a regular gamer (frequent gaming; some life interference); and a casual gamer (infrequent gaming; no life interference). FindingsProblem gamer vignettes (mean [M] = 113.3; 95% CI = 111.5-115.4) received higher AQ stigma ratings than regular (M = 94.0; 95% CI = 91.9-95.9) and casual gamers (M = 80.1; 95% CI = 78.2-82.1). Although significant, the effect of health information type on AQ stigma ratings was negligible (addiction group [M = 97.6; 95% CI = 95.9-99.1], non-addiction group [M = 94.1; 95% CI = 92.6-95.8]). However, the addiction information group scored lower on USS blame and responsibility than the non-addiction information group with at least a small effect (99.1% confidence). ConclusionsFraming of problem gaming as an addictive disorder or non-addictive activity appears to have a negligible effect on stigma of different gamers among middle-age adults with minimal gaming experience. The concept of 'gaming addiction' seems unlikely to be an important influence on public stigma of gaming.
引用
收藏
页码:1687 / 1698
页数:12
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