Abstract

Background and Aims: In previous correlational research, the relationship between gaming disorder (GD), compensation motivation, game flow, time spent gaming, and fear of missing out (FoMO) has been examined. However, network analysis has rarely been applied to explore the relationship between GD, self-compensation motivation, game flow, time spent gaming, and FoMO. Therefore, the present study used network analysis to examine the relationship between the aforementioned variables among a sample of gamers.Methods: The present study comprised gamers (N = 1,635) recruited from three Chinese universities, who completed an online survey including the Gaming Disorder Test, Self-Compensation Motivation Questionnaire, Game Flow Questionnaire, and Trait-State Fear of Missing Out Scale, as well as four items related to time spent gaming.Results: Self-compensation motivation, game flow, time spent gaming, and FoMO were all significantly and positively associated with GD. In the domain-level and facet-level networks, weekday gaming hours and weekend gaming hours had the strongest edge intensity. The domain-level, facet-level, and item-level networks analysis also showed that GD was connected with self-compensation motivation, game flow, time spent gaming, and FoMO. The network structure demonstrated a significant difference between males and females (2.33 vs. 2.81, p = 0.001) using the domain-level network comparison test (NCT).Conclusions: The results suggest that GD is closely associated with self-compensation motivation, game flow, time spent gaming, and FoMO. FoMO and gaming motivation (i.e., self-compensation and game flow) may increase time spent gaming and facilitate GD. Therefore, interventions that decrease game immersion and time spent gaming are likely to decrease GD.

Highlights

  • Gaming DisorderThe diagnosis of gaming disorder (GD) in the eleventh revision of the International Classification of Diseases (ICD-11) includes three core symptoms: (i) impaired control over gaming, (ii) increasing priority to gaming more than other life interests and daily activities, and (iii) continuation or escalation of gaming despite negative outcomes [1]

  • Node GD had a direct association with fear of missing out (FoMO) intensity (r = 0.205), game flow (r = 0.129), gaming days per week (r = 0.188), and weekend gaming hours (r = 0.137) (Supplementary Appendix 2)

  • The present study has verified that GD among males was significantly higher than females, which is in line with previous studies [78,79,80]

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Summary

Introduction

Gaming DisorderThe diagnosis of gaming disorder (GD) in the eleventh revision of the International Classification of Diseases (ICD-11) includes three core symptoms: (i) impaired control over gaming, (ii) increasing priority to gaming more than other life interests and daily activities, and (iii) continuation or escalation of gaming despite negative outcomes [1]. In China (where the present study was carried out), the prevalence of internet gaming disorder (IGD) among young gamers (aged 15–25 years) was reported to be 17% [2, 3], which was similar to previous research [4]. Need-fulfillment deficits have been associated with IGD [13] Variables such as time spent gaming and anxiety may predict IGD symptoms [14]. The relationship between gaming disorder (GD), compensation motivation, game flow, time spent gaming, and fear of missing out (FoMO) has been examined. Network analysis has rarely been applied to explore the relationship between GD, self-compensation motivation, game flow, time spent gaming, and FoMO. The present study used network analysis to examine the relationship between the aforementioned variables among a sample of gamers

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