Abstract

Objectives: Studies have suggested that the prevalence of Internet Gaming Disorder (IGD) is higher among Asian populations. This study compared the prevalence and severity of IGD between English-speaking gamers and Chinese-speaking gamers. Correlates of IGD were investigated in the global sample. Methods: A total of 101 English-speaking gamers and 130 Chinese-speaking gamers were recruited via a social marketing campaign and participated in an online questionnaire. Results: The prevalence of IGD was 0.0% and 0.8%, respectively, among English-speaking gamers and Chinese-speaking gamers. Chinese-speaking gamers were more likely to deceive family members, therapists, or others because of the amount of gaming activity, and were more likely to have jeopardized or lost an important relationship, job, or an educational or career opportunity because of gaming activity. English-speaking gamers were more likely to own a dedicated gaming device, started video gameplay at a younger age, spent more hours weekly on gameplay, and were more likely to play games to escape or relieve a negative mood. Among the global sample, correlates of a higher level of IGD were: being males, being current students, spending more hours weekly on gameplay, having experienced anxiety in the past year, having a higher level of violence, and having less real-life social support. Conclusions: These results suggested that the prevalence of IGD is low and comparable between English-speaking and Chinese-speaking gamers. The two populations differed in certain diagnosis criteria of IGD and behavioral factors relating to gameplay. Psychosocial factors of IGD were observed among the global sample adjusting for the cultural background.

Highlights

  • In recent years there has been increasing research in the area of Internet Gaming Disorder [IGD], as a global issue of great concern [1,2,3,4,5]

  • According to DSM-5, the nine core diagnostic criteria of IGD were: [1] preoccupation with Internet games; [2] psychological withdrawal symptoms such as anxiety when reducing or giving up gaming activities; [3] tolerance that one needs to spend an increasing amount of time playing games to feel satisfaction or pleasure; [4] failure in controlling or stopping gaming activities; [5] lack of interest in previous hobbies; [6] continued gaming activities regardless of gaming-caused real-world issues; [7] deception to family members and therapists about the amount of gaming activity; [8] use of Internet games to escape a negative state of mind; and [9] impairments in education employment, or interpersonal relationship as a result of gaming activities

  • The IGD prevalence found in this study was lower compared to that of the Pontes et al [41] study, which employed the same IGDS9-SF scale and cutoff value and found an IGD prevalence of 3.1% among a nationally representative sample of Slovenian adolescent gamers

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Summary

Introduction

In recent years there has been increasing research in the area of Internet Gaming Disorder [IGD], as a global issue of great concern [1,2,3,4,5]. There are concerns regarding Internet use addiction and its potential social, economic, and health consequences [6]. Among all the online behaviors, excessive Internet gaming has gained great attention given its similarity to addiction and comorbidity to other mental health conditions [7]. The most recent Diagnostic and Statistical Manual of Mental Disorder [DSM-5] identified IGD as a condition that called for further research and evidence [8]. According to DSM-5, the nine core diagnostic criteria of IGD were: [1] preoccupation with Internet games; [2] psychological withdrawal symptoms such as anxiety when reducing or giving up gaming activities; [3] tolerance that one needs to spend an increasing amount of time playing games to feel satisfaction or pleasure; [4] failure in controlling or stopping gaming activities; [5] lack of interest in previous hobbies; [6] continued gaming activities regardless of gaming-caused real-world issues; [7] deception to family members and therapists about the amount of gaming activity; [8] use of Internet games to escape a negative state of mind; and [9] impairments in education employment, or interpersonal relationship as a result of gaming activities

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