Development of the Saini-Hodgins Addiction Risk Potential of Games (SHARP-G) Scale: An International Delphi study.

IF 6.6 1区 医学 Q1 PSYCHIATRY Journal of Behavioral Addictions Pub Date : 2024-06-03 Print Date: 2024-06-26 DOI:10.1556/2006.2024.00026
Nirav Saini, Cam Adair, Daniel L King, Daria J Kuss, Douglas A Gentile, Hyoun S Kim, Jeremy Edge, Joël Billieux, John Ng, Juliana P S Yun, Lisa Henkel, Linda Faulcon, Michelle Nogueira, Rune K L Nielsen, Shannon Husk, Shawn Rumble, Trey R Becker, Zsolt Demetrovics, David C Hodgins
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Abstract

Background and objectives: As the gaming industry experiences exponential growth, concerns about gaming disorder (GD) also grow. It is crucial to understand the structural features of games that can interact with individual characteristics of gamers to promote GD. This research consolidates the views of an international body of panelists to create an assessment tool for gauging the addictive potential of distinct games.

Methods: Utilizing the iterative and structured Delphi method, an international panel of researchers, clinicians, and people with lived experience were recruited to offer a multifaceted viewpoint on the addictive risk associated with specific structural elements in games. Two rounds of surveys facilitated consensus.

Results: The panel initially included 40 members-ten from research, eight from clinical settings, and 22 with lived experiences. The second round included 27 panelists-seven from research, eight from clinical settings, and 11 with lived experiences. The study identified 25 structural features that contribute to potentially addictive gaming patterns.

Discussion and conclusions: Consensus was found for 25 features, which were distilled into a 23-item evaluation tool. The Saini-Hodgins Addiction Risk Potential of Games Scale (SHARP-G) consists of five overarching categories: 'Social,' 'Gambling-Like Features,' 'Personal Investment,' 'Accessibility,' and 'World Design.' SHARP-G yields a total score indicating level of addiction risk. A case study applying the scale to three games of differing perceived risk levels demonstrated that that score corresponded to game risk as expected. While the SHARP-G scale requires further validation, it provides significant promise for evaluating gaming experiences and products.

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开发赛尼-霍金斯游戏成瘾风险潜能(SHARP-G)量表:国际德尔菲研究。
背景和目标:随着游戏产业的迅猛发展,人们对游戏障碍(GD)的担忧也与日俱增。了解游戏的结构特征会与游戏玩家的个人特征相互作用,从而诱发游戏障碍,这一点至关重要。本研究综合了国际专家小组成员的意见,创建了一种评估工具,用于衡量不同游戏的成瘾潜力:方法:利用迭代和结构化德尔菲法,招募了一个由研究人员、临床医生和有生活经验者组成的国际小组,就游戏中特定结构元素的成瘾风险提供多方面的观点。两轮调查促成了共识:小组最初包括 40 名成员--10 名来自研究机构,8 名来自临床机构,22 名具有生活经验。第二轮调查包括 27 名小组成员--其中 7 人来自研究机构,8 人来自临床机构,11 人有亲身经历。研究确定了 25 个导致潜在成瘾性游戏模式的结构特征:讨论与结论:25 项特征已达成共识,并被提炼为 23 项评估工具。塞尼-霍金斯游戏成瘾风险潜力量表(SHARP-G)包括五个主要类别:"社交"、"类似赌博的特征"、"个人投资"、"可访问性 "和 "世界设计"。SHARP-G 得出的总分表示成瘾风险水平。一项案例研究将该量表应用于三款风险程度不同的游戏,结果表明该分数与游戏风险的对应关系符合预期。虽然 SHARP-G 量表还需要进一步验证,但它为评估游戏体验和产品提供了巨大的前景。
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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.
期刊最新文献
Corrigendum to: Deep learning(s) in gaming disorder through the user-avatar bond: A longitudinal study using machine learning. Machine Learning(s) in gaming disorder through the user-avatar bond: A step towards conceptual and methodological clarity. User-avatar bond as diagnostic indicator for gaming disorder: A word on the side of caution. Long-term changes on behavioral addictions symptoms among adults with attention deficit hyperactivity disorder treated with methylphenidate. Mainland China's 2021 restrictions on under-18s' video game time were imposed when older 2019 restrictions already applied: Omitting the historical regulatory context is misleading.
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