Gaming Disorder: The role of a gamers flow profile

Q1 Psychology Addictive Behaviors Reports Pub Date : 2024-06-01 DOI:10.1016/j.abrep.2024.100555
Trent Footitt , Natasha Christofi , Dylan R Poulus , Michelle Colder Carras , Vasileios Stavropoulos
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Abstract

Digital games are widely popular and integral to contemporary entertainment. Nevertheless, a proportion of users present with disordered/excessive gaming behaviours, provisionally classified as Internet Gaming Disorder (IGD). Previous literature suggests examining the contribution of an individual’s profile of immersive engagement with their gaming activity, known as online flow, for disordered gaming behaviours. Therefore, the main goals of this study were (1) to categorise gamers into distinct profiles based on their online flow experiences and (2) to investigate the differences in disordered gaming among these different flow profiles. A sample of 565 gamers (12–68 years, Mage = 29.3 years) was assessed twice over six months with the Online Flow Questionnaire (OFQ), the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), and the Gaming Disorder Test (GDT). Latent profile analysis (LPA) identified five distinct profiles encompassing ’High-Flow with High Loss of Control’ (HF-HLOC; 14.0 %), ’Low Flow with Low Enjoyment’ (LF-LE; 11.9 %), ’Average Flow with Low Enjoyment’ (AF-LE; 17.5 %), ’Low Flow with High Enjoyment’ (LF-HE; 20.2 %), and ’High Loss of Sense of Time with Low Loss of Control’ groups (HLOT-LLOC; 36.5 %). As hypothesised, individuals across varying profiles evidenced differences in their concurrent and longitudinal disordered gaming behaviours. Overall, findings suggest that ’loss of sense of time’ may be the most pivotal factor in differentiating flow states and profiles during gaming, advocating its consideration in disordered gaming assessment and treatment.

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游戏障碍:游戏玩家流量特征的作用
数字游戏广受欢迎,是当代娱乐不可或缺的一部分。然而,也有一部分用户出现了紊乱/过度的游戏行为,暂时被归类为网络游戏障碍(IGD)。以往的文献建议研究个人沉浸式参与游戏活动的特征(即在线流)对紊乱游戏行为的影响。因此,本研究的主要目标是:(1)根据游戏者的在线流体验将其分为不同的类型;(2)研究不同类型的游戏者在无序游戏中的差异。本研究对 565 名游戏玩家(12-68 岁,平均年龄 = 29.3 岁)进行了为期六个月的两次评估,包括在线流量问卷(OFQ)、网络游戏障碍量表-简表(IGDS9-SF)和游戏障碍测试(GDT)。潜特征分析(LPA)确定了五种不同的特征,包括 "高流量与高失控 "组(HF-HLOC,14.0%)、"低流量与低享受 "组(LF-LE,11.9%)、"平均流量与低享受 "组(AF-LE,17.5%)、"低流量与高享受 "组(LF-HE,20.2%)和 "高时间感与低失控 "组(HLOT-LLOC,36.5%)。正如假设的那样,不同特征的个体在同时和纵向的无序游戏行为上表现出差异。总之,研究结果表明,"时间感缺失 "可能是区分游戏过程中的流动状态和特征的最关键因素,因此在进行游戏障碍评估和治疗时应考虑到这一点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Addictive Behaviors Reports
Addictive Behaviors Reports Medicine-Psychiatry and Mental Health
CiteScore
6.80
自引率
0.00%
发文量
69
审稿时长
71 days
期刊介绍: Addictive Behaviors Reports is an open-access and peer reviewed online-only journal offering an interdisciplinary forum for the publication of research in addictive behaviors. The journal accepts submissions that are scientifically sound on all forms of addictive behavior (alcohol, drugs, gambling, Internet, nicotine and technology) with a primary focus on behavioral and psychosocial research. The emphasis of the journal is primarily empirical. That is, sound experimental design combined with valid, reliable assessment and evaluation procedures are a requisite for acceptance. We are particularly interested in ''non-traditional'', innovative and empirically oriented research such as negative/null data papers, replication studies, case reports on novel treatments, and cross-cultural research. Studies that might encourage new lines of inquiry as well as scholarly commentaries on topical issues, systematic reviews, and mini reviews are also very much encouraged. We also welcome multimedia submissions that incorporate video or audio components to better display methodology or findings.
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