Abstract

In recent years, the evidence regarding Internet Gaming Disorder (IGD) suggests that some personality traits are important risk factors for developing this problem. The heterogeneity involved in problematic online gaming and differences found in the literature regarding the comorbid psychopathology associated with the problem could be explained through different types of gamers. Clustering analysis can allow organization of a collection of personality traits into clusters based on similarity. The objectives of this study were: (1) to obtain an empirical classification of IGD patients according to personality variables and (2) to describe the resultant groups in terms of clinical and sociodemographic variables. The sample included 66 IGD adolescent patients who were consecutive referrals at a mental health center in Barcelona, Spain. A Gaussian mixture model cluster analysis was used in order to classify the subjects based on their personality. Two clusters based on personality traits were detected: type I “higher comorbid symptoms” (n = 24), and type II “lower comorbid symptoms” (n = 42). The type I included higher scores in introversive, inhibited, doleful, unruly, forceful, oppositional, self-demeaning and borderline tendency traits, and lower scores in histrionic, egotistic and conforming traits. The type I obtained higher scores on all the Symptom Check List-90 items-Revised, all the State-Trait Anxiety Index scales, and on the DSM-5 IGD criteria. Differences in personality can be useful in determining clusters with different types of dysfunctionality.

Highlights

  • According to the ICD-11 (International Classification of Diseases) [1], Internet Gaming Disorder (IGD) is defined as “a pattern of persistent or recurrent gaming behavior (‘digital gaming’ or ‘video-gaming’), which may be online or offline, manifested by: (1) impaired control over gaming; (2) increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities; and (3) continuation or escalation of gaming despite the occurrence of negative consequences.The behavior pattern is of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning

  • In line with our results, literature about personality traits and IGD suggests that high scores in neuroticism [54], impulsivity [55] and introversion [15,18], and lower levels in agreeableness [14,15], cooperativeness [18] and self-regulation [56], are risk factors for this disorder

  • Some authors have found that low levels of self- directedness uniquely predicted video game abuse in an adult population with Gambling Disorder [14], and others have identified lower responsibility as a risk factor associated with this IGD [57]

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Summary

Introduction

According to the ICD-11 (International Classification of Diseases) [1], Internet Gaming Disorder (IGD) is defined as “a pattern of persistent or recurrent gaming behavior (‘digital gaming’ or ‘video-gaming’), which may be online (i.e., over the Internet) or offline, manifested by: (1) impaired control over gaming (e.g., onset, frequency, intensity, duration, termination, context); (2) increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities; and (3) continuation or escalation of gaming despite the occurrence of negative consequences.The behavior pattern is of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning. According to the ICD-11 (International Classification of Diseases) [1], Internet Gaming Disorder (IGD) is defined as “a pattern of persistent or recurrent gaming behavior (‘digital gaming’ or ‘video-gaming’), which may be online (i.e., over the Internet) or offline, manifested by: (1) impaired control over gaming (e.g., onset, frequency, intensity, duration, termination, context); (2) increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities; and (3) continuation or escalation of gaming despite the occurrence of negative consequences. The pattern of gaming behavior may be either continuous or, on the other hand, episodic and recurrent. The gaming behavior and other features are normally evident over a period of at least 12 months for a diagnosis to be assigned, the required duration may be shortened if all diagnostic requirements are met and symptoms are severe”. The current versions of the official diagnostic classification manuals have included addictions without substances in the behavioral addictions category.

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