The relationship of game genres, in-game purchases, and playing duration with probable gaming disorder in two independent, large-scale online surveys of Japanese adults.

IF 6.6 1区 医学 Q1 PSYCHIATRY Journal of Behavioral Addictions Pub Date : 2024-01-10 Print Date: 2024-03-26 DOI:10.1556/2006.2023.00076
Taiki Oka, Takatomi Kubo, Misa Murakami, Nao Kobayashi
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Abstract

Background and aims: Game genres, availability on smartphones, in-game purchases, and playing duration, have been thought to influence Gaming Disorder (GD). However, little research has comprehensively examined their relationships with GD. Therefore, we examined the relationship between GD, in-game purchases, gaming duration via consoles and smartphones, and genres of smartphone games. Study 1 was based on self-reports, and Study 2 included objective data to clarify these associations.

Methods: We conducted two independent online surveys that collected sociodemographic data, game use patterns, and psychopathological assessment data, including GD severity (Study 1: N = 32,690; Study 2: N = 3,163). General mental illness scores and objective gaming time were also collected in Study 2.

Results: In Study 1, in-game purchases, several gaming genres, and subjective gaming duration were positively associated with probable GD. On the other hand, interactions between card games and loot box charges were negatively related to probable GD. In Study 2, objective gaming times of most game genres were not associated with GD. Although the correlation between subjective and objective gaming duration was moderate, their correlations with GD differed.

Discussion and conclusion: These results suggest the complexity of relationships between GD and in-game purchases, genres, and gaming duration. Results of this study suggest the importance of proper assessment of GD reflecting actual functional impairment in social life. Future studies should improve and update evaluation of assessments for gaming.

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在两项针对日本成年人的独立、大规模在线调查中,游戏类型、游戏内购买和游戏持续时间与可能的游戏障碍之间的关系。
背景和目的:游戏类型、在智能手机上的可用性、游戏内购买和游戏时间长短被认为会影响游戏障碍(GD)。然而,很少有研究全面考察它们与 GD 的关系。因此,我们研究了 GD、游戏内购买、通过游戏机和智能手机进行游戏的持续时间以及智能手机游戏类型之间的关系。研究 1 基于自我报告,研究 2 包括客观数据,以澄清这些关联:我们进行了两项独立的在线调查,收集社会人口学数据、游戏使用模式和精神病理学评估数据,包括广东话严重程度(研究 1:32,690 人;研究 2:3,163 人)。研究 2 还收集了一般精神疾病评分和客观游戏时间:在研究 1 中,游戏内购买、几种游戏类型和主观游戏时间与可能的 GD 呈正相关。另一方面,卡牌游戏和战利品箱收费之间的相互作用与可能的广东话负相关。在研究 2 中,大多数游戏类型的客观游戏时间与 GD 无关。虽然主观游戏时间和客观游戏时间之间的相关性适中,但它们与广东话的相关性却不同:这些结果表明,GD 与游戏内购买、游戏类型和游戏时长之间的关系非常复杂。本研究结果表明,正确评估 GD 的重要性,它反映了社会生活中的实际功能障碍。今后的研究应改进和更新对游戏的评估。
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来源期刊
CiteScore
12.30
自引率
7.70%
发文量
91
审稿时长
20 weeks
期刊介绍: The aim of Journal of Behavioral Addictions is to create a forum for the scientific information exchange with regard to behavioral addictions. The journal is a broad focused interdisciplinary one that publishes manuscripts on different approaches of non-substance addictions, research reports focusing on the addictive patterns of various behaviors, especially disorders of the impulsive-compulsive spectrum, and also publishes reviews in these topics. Coverage ranges from genetic and neurobiological research through psychological and clinical psychiatric approaches to epidemiological, sociological and anthropological aspects.
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