Ontological diversity in gaming disorder measurement: a nationally representative registered report

IF 1.9 3区 医学 Q2 SOCIAL ISSUES Addiction Research & Theory Pub Date : 2022-09-05 DOI:10.1080/16066359.2022.2115033
Veli-Matti Karhulahti, Jukka Vahlo, Marcel Martončik, M. Munukka, R. Koskimaa, M. V. von Bonsdorff
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引用次数: 9

Abstract

Abstract Gaming-related health problems have been researched since the 1980s with numerous different ontologies as reference systems, from self-assessed ‘game addiction’ to ‘pathological gambling’ (in the Diagnostic and Statistical Manual of Mental Disorders [DSM]-IV), ‘internet gaming disorder’ (in the third section of the DSM-5) and most recently ‘gaming disorder’ (in the International Classification of Diseases [ICD]-11). Our goal was to investigate how screening instruments that derive from different ontologies differ in identifying associated problem groups. By using four central screening instruments, each representing a different ontological basis, we hypothesized differences and similarities in prevalence, overlap, and health. A nationally representative (N = 8217) sample of Finnish participants was collected. The screening instruments produced significantly different prevalence rates (from 0.4% to 6.9%) and the binomial probabilities of group overlap ranged from poor (0.419) to good (0.919). Expectedly, the problem groups had lower mental health than the general population, yet exploratory analyses implied equivalent or significantly higher physical health. We also found strong exploratory evidence for mischievous responding to complicate the measurement of gaming problems. Considering that several major differences were confirmed between the four gaming problem constructs, we recommend researchers to clearly define their construct of interest, i.e. whether they are studying the ICD-11 based official mental disorder, the DSM-5 proposed ‘internet gaming disorder’, or other gaming problems—especially in future meta-analyses.
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游戏障碍测量中的本体多样性:一份具有全国代表性的注册报告
自20世纪80年代以来,与游戏相关的健康问题已经研究了许多不同的本体作为参考系统,从自我评估的“游戏成瘾”到“病态赌博”(在精神疾病诊断和统计手册[DSM]-IV),“网络游戏障碍”(在DSM-5的第三部分)和最近的“游戏障碍”(在国际疾病分类[ICD]-11)。我们的目标是调查来自不同本体的筛选工具在识别相关问题组方面的差异。通过使用四种中心筛选工具,每种工具代表不同的本体论基础,我们假设患病率、重叠和健康方面的差异和相似之处。收集了具有全国代表性(N = 8217)的芬兰参与者样本。筛查工具产生的患病率差异显著(从0.4%到6.9%),群体重叠的二项概率从差(0.419)到好(0.919)不等。意料之中的是,问题群体的心理健康状况低于一般人群,但探索性分析表明,他们的身体健康状况相当或明显更高。我们还发现了强有力的探索性证据,证明恶作剧反应会使游戏问题的测量复杂化。考虑到四个游戏问题结构之间存在几个主要差异,我们建议研究人员清楚地定义他们感兴趣的结构,即他们是研究基于ICD-11的官方精神障碍,DSM-5提出的“网络游戏障碍”,还是其他游戏问题-特别是在未来的元分析中。
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来源期刊
CiteScore
5.40
自引率
6.90%
发文量
45
期刊介绍: Since being founded in 1993, Addiction Research and Theory has been the leading outlet for research and theoretical contributions that view addictive behaviour as arising from psychological processes within the individual and the social context in which the behaviour takes place as much as from the biological effects of the psychoactive substance or activity involved. This cross-disciplinary journal examines addictive behaviours from a variety of perspectives and methods of inquiry. Disciplines represented in the journal include Anthropology, Economics, Epidemiology, Medicine, Sociology, Psychology and History, but high quality contributions from other relevant areas will also be considered.
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