The Moderating Role of Coping Mechanisms and Being an e-Sport Player Between Psychiatric Symptoms and Gaming Disorder: Online Survey

被引:18
作者
Banyai, Fanni [1 ,2 ]
Zsila, Agnes [3 ]
Kokonyei, Gyongyi [1 ,4 ,5 ]
Griffiths, Mark D. [6 ]
Demetrovics, Zsolt [1 ,7 ]
Kiraly, Orsolya [1 ]
机构
[1] Eotvos Lorand Univ, Inst Psychol, Budapest, Hungary
[2] Eotvos Lorand Univ, Doctoral Sch Psychol, Budapest, Hungary
[3] Pazmany Peter Catholic Univ, Inst Psychol, Budapest, Hungary
[4] Semmelweis Univ, Hungarian Acad Sci, SE NAP2 Genet Brain Imaging Migraine Res Grp, Budapest, Hungary
[5] Semmelweis Univ, Fac Pharm, Dept Pharmacodynam, Budapest, Hungary
[6] Nottingham Trent Univ, Psychol Dept, Int Gaming Res Unit, Nottingham, England
[7] Univ Gibraltar, Ctr Excellence Responsible Gaming, Europa Point Campus, Gibraltar GX1 11AA, Gibraltar
关键词
gaming disorder; esports; professional gaming; video games; coping skills; psychiatric symptoms; psychiatry; mental health; gaming; INTERNET; LIFE; ASSOCIATIONS; ADOLESCENTS; DEPRESSION;
D O I
10.2196/21115
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
Background: The emerging popularity of playing video games (gaming) as a hobby and as a professional sport raises awareness about both the benefits and possible downsides of the activity. Although a healthy and passionate hobby for most, a minority of gamers experience addiction-like symptoms and are considered to have gaming disorder (GD). GD has previously been found to be related to aversive conditions, such as depression or anxiety, as well as putatively maladaptive coping strategies. Objective: The aim of this study is twofold: to explore the moderating effect of different coping strategies and type of video game usage (professional [e-sport] or recreational) on the relationship between psychiatric symptoms and GD. Methods: A sample of 3476 gamers (n=3133, 90.13% males; mean age 23.20, SD 6.48 years) was recruited via the website and social networking site of the most popular gaming magazine in Hungary (GameStar). Results: The main effect of psychiatric symptoms was moderate to large in all models, whereas the moderation effects were significant (P<.001) for 4 out of 8 coping strategies (ie, self-blame/self-distraction, denial, emotional/social support, and active coping). However, the explained variance of the models only increased negligibly (from 0.3% to 0.5%) owing to the moderation effect. The direction of the moderations was as expected (ie, putatively maladaptive strategies were associated with more GD symptoms when the level of psychiatric symptoms was high, while putatively adaptive strategies were associated with less). Furthermore, no considerable moderation effect of the player type (recreational vs professional players) was found on the association between psychiatric symptoms and GD (beta=.04; P=.02; 0.1% change in the explained variance). Conclusions: Future studies should be designed to better understand coping-related mechanisms in the context of video gaming and GD.
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页数:14
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