Going beyond video game consumption when considering Internet Gaming Disorder.

Autor: Cekic S; Department of Psychology, University of Geneva, Switzerland., Bediou B; Department of Psychology, University of Geneva, Switzerland., Achab S; Department of Psychiatry, University of Geneva, Switzerland., Rich M; Digital Wellness Lab, Boston Children's Hospital/Harvard Medical School, USA; Clinic for Interactive Media and Internet Disorders, Boston Children's Hospital, USA., Green CS; Department of Psychology, University of Wisconsin-, Madison, USA., Bavelier D; Department of Psychology, University of Geneva, Switzerland. Electronic address: daphne.bavelier@unige.ch.
Jazyk: angličtina
Zdroj: Comprehensive psychiatry [Compr Psychiatry] 2024 Aug; Vol. 133, pp. 152500. Date of Electronic Publication: 2024 May 10.
DOI: 10.1016/j.comppsych.2024.152500
Abstrakt: Background: Recognizing the crucial importance of understanding the impact of video games on health in today's gaming-dominated world, our study aimed to investigate the relationship between gaming time and Internet Gaming Disorder (IGD). Despite the widespread assumption that a connection exists between both, previous studies have revealed highly variable associations, highlighting significant weaknesses in establishing a robust link.
Methods: To unravel this complex relationship, we recruited two independent samples of League of Legends players. We combined the collection of self-reported and actual gameplay data, together with assessments of mental health, personality traits, and cognitive abilities.
Results: Surprisingly, none of the gaming variables demonstrated a robust and stable association with IGD, regardless of whether players spent less than or more than 30 hours per week gaming-a threshold suggested by the American Psychiatric Association as a potential indicator of disordered gaming. Notably, mental health factors, such as anxiety, depression and ADHD, emerged as the most influential predictors of IGD.
Conclusion: These findings, replicated across two independent samples, challenge the prevailing belief that limiting screen time alone effectively combats IGD. Instead, mental health factors play a crucial role in mitigating risks associated with gaming. Policies focusing solely on restricting screen time are insufficient in reducing the prevalence or symptoms of IGD. Rather, a comprehensive approach that considers mental health and key personality traits must be adopted to safeguard the well-being of individuals engaged in gaming.
Competing Interests: Declaration of competing interest We declare here that none of the authors have a conflict of interest with Riot Games. Daphne Bavelier has declared that she is one of the founding members of the digital therapeutics company Akili Interactive. The goal of this company has been to develop FDA approved video games to enhance attentional control and cognitive skills. She acted as as an advisor to the company from its inception in 2011 until December 2021, and at no time during this period did Akili Interactive have a relationship with Riot Games. Michael Rich declares Amazon Kids, Discord, Meta, Pinwheel, Pinterest, Point 32 Health: Harvard Pilgrim Health Care/Tufts Health Plan, Roblox, Snap Inc., TikTok, Trend Micro Cares, and Twitch have provided unrestricted research funding to the Digital Wellness Lab.
(Copyright © 2024 The Authors. Published by Elsevier Inc. All rights reserved.)
Databáze: MEDLINE