Problematic involvement in online games: A cluster analytic approach
Détails
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Accès restreint UNIL
Etat: Public
Version: Final published version
Licence: Non spécifiée
Accès restreint UNIL
Etat: Public
Version: Final published version
Licence: Non spécifiée
ID Serval
serval:BIB_3C59FC878BAA
Type
Article: article d'un périodique ou d'un magazine.
Collection
Publications
Institution
Titre
Problematic involvement in online games: A cluster analytic approach
Périodique
Computers in Human Behavior
ISSN
0747-5632
Statut éditorial
Publié
Date de publication
2015
Peer-reviewed
Oui
Volume
43
Pages
242-250
Langue
anglais
Résumé
Playing online games can become problematic and engender adverse consequences. Several psychological
factors have been shown to influence the development and the maintenance of this problematic
behavior, including impulsivity traits, motives to play (immersion, achievement, social affiliation), and
self-esteem. The aim of the current study is to determine whether reliable subtypes of problematic online
gamers can be identified. A sample of 1057 online gamers was recruited. Validated questionnaires were
used to measure established psychological risk factors (impulsivity, motives to play, self-esteem) and
potential consequences of playing (addiction symptoms, positive and negative affect). Actual in-game
behaviors were also monitored. Five reliable clusters of gamers were identified (three problematic and
two nonproblematic clusters). Cluster comparison revealed that the psychological factors considered
are differentially involved in problematic online gaming. At the theoretical level, the results emphasized
that problem online gaming depends on a wide range of psychological factors. At the clinical level, the
diversity of psychological profiles shown supports the development of personalized (custom-made)
interventions targeting specific psychological mechanisms. Overall, our findings suggest that conceptualizing
the problematic use of massively multiplayer online role-playing games as ‘‘behavioral addiction’’ is
too restrictive and might result in the simplification of heterogeneous and multi-determined problematic
behaviors.
factors have been shown to influence the development and the maintenance of this problematic
behavior, including impulsivity traits, motives to play (immersion, achievement, social affiliation), and
self-esteem. The aim of the current study is to determine whether reliable subtypes of problematic online
gamers can be identified. A sample of 1057 online gamers was recruited. Validated questionnaires were
used to measure established psychological risk factors (impulsivity, motives to play, self-esteem) and
potential consequences of playing (addiction symptoms, positive and negative affect). Actual in-game
behaviors were also monitored. Five reliable clusters of gamers were identified (three problematic and
two nonproblematic clusters). Cluster comparison revealed that the psychological factors considered
are differentially involved in problematic online gaming. At the theoretical level, the results emphasized
that problem online gaming depends on a wide range of psychological factors. At the clinical level, the
diversity of psychological profiles shown supports the development of personalized (custom-made)
interventions targeting specific psychological mechanisms. Overall, our findings suggest that conceptualizing
the problematic use of massively multiplayer online role-playing games as ‘‘behavioral addiction’’ is
too restrictive and might result in the simplification of heterogeneous and multi-determined problematic
behaviors.
Mots-clé
Internet Gaming Disorder, Gaming, Impulsivity, Subtype, Motives
Web of science
Création de la notice
10/01/2020 9:31
Dernière modification de la notice
28/03/2022 5:39