Popis: |
This study investigates the relationship between video game playing time and Internet Gaming Disorder (IGD), using self-reported and actual game play data from League of Legends players. Two new metrics were derived documenting players' tendencies to come back quickly to play a new game and the sensitivity of this come-back-fast behavior to the reward of winning. Surprisingly, none of nine media consumption variables, whether logged or self-reported, were related to IGD. Rather, mental health factors, such as anxiety and depression, were the best predictors of IGD. In addition, personality factors, such as conscientiousness and need-for-cognition appeared as protective. In all, these results indicate that policies and procedures aimed solely at limiting screen time are unlikely to be effective at reducing IGD prevalence or symptoms, and rather call for mental health factors to be considered to safeguard individuals' well-being. |