The mediating effect of motivations between psychiatric distress and gaming disorder among esport garners and recreational gamers

被引:81
|
作者
Banyai, Fanni [1 ,2 ]
Griffiths, Mark D. [3 ]
Demetrovics, Zsolt [1 ]
Kiraly, Orsolya [1 ]
机构
[1] Eotvos Lorand Univ, Inst Psychol, Izabella Utca 46, H-1064 Budapest, Hungary
[2] Eotvos Lorand Univ, Doctoral Sch Psychol, Budapest, Hungary
[3] Nottingham Trent Univ, Int Gaming Res Unit, Psychol Dept, Nottingham, England
关键词
ROLE-PLAYING GAMES; WORLD-OF-WARCRAFT; SUBSTANCE USE; ONLINE; ADDICTION; SYMPTOMS; MOTIVES; BEHAVIOR; SPORTS; DSM-5;
D O I
10.1016/j.comppsych.2019.152117
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
Research examining the relationship between gaming disorder, gaming motivations, and mental health is increasing, but the types of gaming use, such as recreational gaming and esports are not commonly distinguished. The present study compared recreational garners and esport gamers (N - 4284) on a number of variables including game time, gaming motivations, severity of gaming disorder, and psychiatric symptoms. Additionally, the mediating effect of gaming motivations among esport and recreational gamers between psychiatric distress and problematic gaming was examined. Results showed that esport garners spent significantly more time playing video games both on weekdays and weekend days than recreational gamers. Moreover, esport gamers had higher scores on social, competition, and skill development gaming motivations than recreational gamers. The mediation model demonstrated a significant positive direct and significant mediated effect via escapism (i.e., gaming excessively to avoid real life problems) between the higher levels of psychiatric distress and gaming disorder. However, esport and recreational gamers showed no significant differences in the model. The escapism motive appeared to be the common predictor of problematic gaming among both esport and recreational garners. Future studies should focus on exploring escapism's mechanism in different subgroups of gamers in relation to problematic gaming to help the development of prevention, intervention, and treatment programs. (C) 2019 The Author(s). Published by Elsevier Inc.
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页数:8
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