Gaming and Gaming Disorder: A Mediation Model Gender, Salience, Age of Gaming Onset, and Time Spent Gaming

被引:31
作者
Buono, Frank D. [1 ]
Paul, Erina [2 ]
Sprong, Matthew E. [3 ,4 ]
Smith, Emma C. [1 ]
Garakani, Amir [1 ]
Griffiths, Mark D. [5 ]
机构
[1] Yale Sch Med, Dept Psychiat, 189 Orange St, New Haven, CT 06510 USA
[2] Wayne State Univ, Detroit, MI USA
[3] Dept Vet Affairs, Hines, IL USA
[4] Lock Haven Univ, Lock Haven, PA USA
[5] Nottingham Trent Univ, Nottingham, England
关键词
gender; Internet gaming disorder; motivation; diagnosis; mediation analysis; GAME FUNCTIONAL ASSESSMENT; INTERNET; ADDICTION; ONLINE;
D O I
10.1089/cyber.2019.0445
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Females in empirically based peer-reviewed studies of Internet gaming disorder (IGD) are underrepresented, despite evidence that there are only minor gender disparities present in online gaming. Moreover, few studies have specifically evaluated adult gender effects, within a formal diagnosis of IGD, and behavioral motivation, as defined by the reinforcing behavioral function. A mediation analysis evaluated the relationship between gender, behavioral motivation, and the diagnostic features in online gaming among adults to understand the impact of motivation on videogame playing. This study interviewed 304 adults (aged >18 years) in which 178 identified as female. Participants completed the Video Game Functional Assessment-Revised (VGFA-R) and the 20-item Internet Gaming Disorder Test (IGDT-20) through an online survey. Results showed that number of hours played per week, and subfactors of the VGFA-R differed between gender, indicating that the function and the maintaining of videogame play are essential in evaluating videogame addiction. These findings support and extend the literature's limited findings concerning gender and online gaming.
引用
收藏
页码:647 / 651
页数:5
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