Abstract

Internet Gaming Disorder (IGD), describes the abuse of Internet games with detrimental impact to the real-life social engagement of some gamers. Indeed, evidence suggests that gamers differ on the severity and way in which they express IGD symptoms, as well as their social engagement behaviours. The present study aimed to: a) profile gamers regarding their experience of IGD symptoms and; b) examine how different IGD profiles varied on social engagement behaviours. Methods: A sample consisting of 1032 gamers (18–72 years, Mage = 24) was assessed with the Internet Gaming Disorder Scale 9 Items Short Form (IGDS9-SF) and social engagement questions regarding their participation in employment, education, romantic relationships and living status. Results: Latent class analyses (LCA) resulted in 4 distinct IGD classes. These entailed ‘IGD aversive’ (11.5%), ‘Normative’ (47.9%), ‘Moderate IGD risk’ (31.2%) and ‘High IGD risk’ (9.4%) gamers. The high IGD risk profile linked with higher unemployment, lower level of education and tended to live with divorced parents, friends and/or had transient accommodation. Conclusion: Findings suggest that there are different IGD profiles driven by symptom severity, whilst gamers higher on IGD risk present with lower social engagement signs. Thus, social engagement and participation should be particularly targeted by IGD immunization and treatment protocols.

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