Distinguishing Core from Peripheral Psychiatric Symptoms: Addictive and Problematic Internet Gaming in North America, Europe, and China
Autor: | Rachel Tate, Jeffrey G. Snodgrass, Shaozeng Zhang, Michael G. Lacy, Wen Zhao |
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Rok vydání: | 2018 |
Předmět: |
Adult
Cross-Cultural Comparison Male China medicine.medical_specialty Health (social science) Adolescent media_common.quotation_subject Context (language use) Developmental psychology Young Adult 03 medical and health sciences 0302 clinical medicine Arts and Humanities (miscellaneous) medicine Humans 0601 history and archaeology media_common Internet 060101 anthropology business.industry Addiction Public health 06 humanities and the arts General Medicine Cross-cultural studies 030227 psychiatry Behavior Addictive Europe Psychiatry and Mental health Distress Video Games Anthropology North America Game studies Survey data collection Female The Internet Factor Analysis Statistical Psychology business |
Zdroj: | Culture, Medicine, and Psychiatry. 43:181-210 |
ISSN: | 1573-076X 0165-005X |
Popis: | We explore the problem of distinguishing the relatively constant versus culturally variable dimensions of mental suffering and disorder in the context of a cross-cultural study of Internet gaming-related distress. We extend the conceptual contrast of "core" and "peripheral" symptoms drawn from game studies and use a framework that synthesizes cultural and neurobiological understandings of emotional distress. In our framework, "core" symptoms are relatively constant across cultures and therefore presumed to be more closely tied to a neurobiological base. By contrast, we treat as "peripheral" symptoms those that are more culturally variable, and thus less directly tied to the neurobiology of addiction. We develop and illustrate this approach with a factor analysis of cross-cultural survey data, resting on previous ethnographic work, through which we compare online gaming distress experienced in North America (n = 2025), Europe (n = 1198), and China (n = 841). We identify the same four-factor structure across the three regions, with Addiction always the first and most important factor, though with variability in regional factors' exact item composition. The study aims to advance an integrative biocultural approach to distinguishing universal as opposed to culturally contingent dimensions of human suffering, and to help resolve debates about whether problem gaming represents a form of addiction. |
Databáze: | OpenAIRE |
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