Abstract

IntroductionA challenge in defining Internet Gaming Disorder (IGD) is discriminating pathological gameplay from an excessive, yet benign, involvement in video games. Although previous research has explored this theoretical distinction in the context of general computing activities, it merits consideration with regards to online gaming. Additionally, whilst comorbidities of addicted gaming and mental health outcomes have been robustly demonstrated, few studies have examined the role of mediating factors that may contextualise this relationship. As such, the present study aims to validate the distinction between addiction and engagement in online gaming, by considering the mediating roles of coping and social online and offline support in mental health. MethodOne hundred and thirty-five participants completed the Computer Engagement/Addiction Questionnaire (CEAS), Depression-Anxiety-Stress Scale (DASS-21), Brief Approach-Avoidance Coping Questionnaire (BACQ) and two versions of the Multidimensional Scale of Perceived Social Support (MSPSS). ResultsCorrelational analyses showed a clear distinction between gaming addiction and engagement in the context of all of depression, stress and in particular anxiety (DAS) not found in previous studies. Multiple mediation analysis showed a significant mediating effect of coping, (specifically withdrawal/resignation coping) on the relationship between video game addiction and symptoms of DAS. Offline perceived social support was a significant partial mediator in the relationship between gaming addiction and depression, as compared to any kind of online social support. The results support the distinction of the addiction and engagement concepts in gaming. This study may inform future clinical classifications of IGD, with implications on how pathological gaming is treated.

Highlights

  • A challenge in defining Internet Gaming Disorder (IGD) is discriminating pathological gameplay from an excessive, yet benign, involvement in video games

  • Addiction was significantly correlated with lower approach and higher withdrawal/resignation and diversion coping, whilst engagement was not significantly correlated with any of the coping measures

  • Whilst there are mixed findings regarding the benefits of online social support for mental health outcomes, our results found no indirect effects of online perceived social support (PSS) on depression, anxiety, or stress

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Summary

Introduction

A challenge in defining Internet Gaming Disorder (IGD) is discriminating pathological gameplay from an excessive, yet benign, involvement in video games. Online video games are a maturing, contemporary medium for entertainment gaining prominence across the popular culture landscape (Muriel and Crawford, 2018) Due to their rapid absorption amongst adolescents, increasing research has investigated the possibility of harmful, pathological involvement in this recreational pastime (Nuyens et al, 2019). Excessive gaming is less obviously associated with a potential for unintended harm than other addictions (Seah and Cairns, 2008), it shares characteristics like diminished control, preoccupation, tolerance and withdrawal (Saunders et al, 2017). These behavioural and psychological similarities between pathological gambling and gaming have led

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