How gaming motives affect the reciprocal relationships between video game use and quality of life: A prospective study using objective playtime indicators
Détails
Télécharger: Larrieu_CHB_2023.pdf (1696.40 [Ko])
Etat: Public
Version: Final published version
Licence: CC BY-NC-ND 4.0
Etat: Public
Version: Final published version
Licence: CC BY-NC-ND 4.0
ID Serval
serval:BIB_B9C8136D0B05
Type
Article: article d'un périodique ou d'un magazine.
Collection
Publications
Institution
Titre
How gaming motives affect the reciprocal relationships between video game use and quality of life: A prospective study using objective playtime indicators
Périodique
Computers in Human Behavior
ISSN
0747-5632
Statut éditorial
Publié
Date de publication
2023
Peer-reviewed
Oui
Volume
147
Pages
107824
Langue
anglais
Résumé
Previous studies have investigated the relationship between quality of life (QoL) and video game use. However, it remains to clarify the nature of these relationships. This longitudinal study investigated the links between two gaming-related variables – objective playtime indicators and self-reported gaming disorder (GD) symptoms – and QoL, while accounting for gamers’ motivational background.
We longitudinally surveyed intensive gamers (final sample: NT1 = 4772, NT2 = 2021, NT3 = 1128), assessing gaming motives, GD symptoms, psychological correlates (impulsivity, personality, self-esteem), and health-related information (quality of life, anxiety and depression), while collecting objective behavioral data. Cluster analyses and random intercept cross-lagged panel models were performed to identify subgroups and investigate gaming-related variables-QoL relationships.
Cluster analysis identified two non-problematic (competitive and recreational) and one vulnerable (escapers) gamer subtypes. Random intercept cross-lagged panel models only showed between-person effects regarding the GD symptoms-QoL relationship. No effects were found concerning the objective playtime-QoL relationship. Results did not differ across motivational profiles.
In line with previous research, our data support the common causes hypothesis, which posits that GD symptoms-impaired QoL association results from shared risk factors, such as specific personality traits and impulsivity. Clinical assessment and prevention efforts should focus on these common causes and on gamers’ motivational background. Intensive involvement may not be in itself problematic.
We longitudinally surveyed intensive gamers (final sample: NT1 = 4772, NT2 = 2021, NT3 = 1128), assessing gaming motives, GD symptoms, psychological correlates (impulsivity, personality, self-esteem), and health-related information (quality of life, anxiety and depression), while collecting objective behavioral data. Cluster analyses and random intercept cross-lagged panel models were performed to identify subgroups and investigate gaming-related variables-QoL relationships.
Cluster analysis identified two non-problematic (competitive and recreational) and one vulnerable (escapers) gamer subtypes. Random intercept cross-lagged panel models only showed between-person effects regarding the GD symptoms-QoL relationship. No effects were found concerning the objective playtime-QoL relationship. Results did not differ across motivational profiles.
In line with previous research, our data support the common causes hypothesis, which posits that GD symptoms-impaired QoL association results from shared risk factors, such as specific personality traits and impulsivity. Clinical assessment and prevention efforts should focus on these common causes and on gamers’ motivational background. Intensive involvement may not be in itself problematic.
Mots-clé
Gaming, Gaming Disorder, Quality of Life, Tracking, Objective Playtime Indicator, Longitudinal, Motives, Cluster, Subtyping, ICD-11
Web of science
Open Access
Oui
Création de la notice
15/06/2023 9:06
Dernière modification de la notice
01/08/2023 5:55