Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

نویسندگان

  • Soo-Hyun Paik
  • Hyun Cho
  • Ji-Won Chun
  • Jo-Eun Jeong
  • Dai-Jin Kim
چکیده

Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Gaming New Zealand’s Emergency Department Target: How and Why Did It Vary Over Time and Between Organisations?

Background Gaming is a potentially dysfunctional consequence of performance measurement and management systems in the health sector and more generally. In 2009, the New Zealand government initiated a Shorter Stays in Emergency Department (SSED) target in which 95% of patients would be admitted, discharged or transferred from an emergency department (ED) within 6 hours. The implementation ...

متن کامل

Online Attentional Bias Modification Training for Adolescents with Internet Gaming Disorder

Objective: Previous research has shown that attentional bias towards game-related stimuli is a significant factor in the etiology, maintenance and severity of Internet Gaming Disorder (IGD). Therefore, interventions targeting attentional bias towards game-related stimuli, can potentially ameliorate this disorder. The aim of the present research was to examine the effectiveness of online Attenti...

متن کامل

Validation of the Persian version of the internet gaming disorder-20 Test among the students of Tabriz University of Medical Sciences

Background & Aim: The American Psychiatrists Association has inserted Internet gaming disorder into Section III of DSM-V. The IGD-20 test has been introduced as a tool for investigating IGD. This study aims to assess the validity of the Persian version of IGD-20 test. Methods: In this methodological study, 394 undergraduate students of Tabriz University of Medical Sciences were included using ...

متن کامل

تصویربرداری عصبی اعتیاد به اینترنت و اختلال بازی اینترنتی: پژوهش‌های جدید

Growing use of technology, despite all its benefits, has led to problems that one of them is Internet Addiction. Recently, Internet Gaming Addiction added to the section of conditions for further study in 5th edition of Diagnostic and Statistical Manual of Mental Disorders (DSM-5) which indicates the importance of this issue. Researches conducted in Iran has shown that almost 30% of students ar...

متن کامل

Variations of Gaming Behaviors Across Populations of Students and Across Learning Environments

Although gaming the system, a behavior in which students attempt to solve problems by exploiting help functionalities of digital learning environments, has been studied across multiple learning environments, little research has been done to study how (and whether) gaming manifests differently across populations of students and learning environments. In this paper, we study the differences in us...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره 14  شماره 

صفحات  -

تاریخ انتشار 2017