Abstract

BackgroundOnline gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. Aim: The aim of this study was to uncover and operationalize the components of problematic online gaming.MethodsA total of 3415 gamers (90% males; mean age 21 years), were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) was applied. Latent profile analysis was applied to identify persons at-risk.ResultsEFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions – preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal – the 18-item Problematic Online Gaming Questionnaire (POGQ) proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic.ConclusionsThe POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales.

Highlights

  • The popularity of online gaming has spread at an increasing rate since its introduction [1]

  • The phenomenon is referred to as addiction [11,12], problematic use [13,14], excessive game use [10] or engagement [15]. All these authors – irrespective of the name – agree in that there exists an excessive form of online gaming that shows a problematic pattern and that is related to behavioral addictions [16,17]

  • The goodness of fit was assessed by the root-meansquare error of approximation (RMSEA) and its 90% confidence interval, and p value smaller than 0.05 for test of close fit (Cfit..05)

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Summary

Introduction

The popularity of online gaming has spread at an increasing rate since its introduction [1]. Given the increasing number of studies on the phenomenon of problematic gaming [2,3,4,5,6], there have been growing concerns about negative consequences for a small minority. The present authors propose to use the name problematic gaming This term describes both the quintessence of the phenomenon (i.e., that the behavior is excessive but gaming-related problems are expected to be present), while avoiding the notion of dependency (as the exact definition and diagnostic criteria have not yet been clarified or agreed). Aim: The aim of this study was to uncover and operationalize the components of problematic online gaming

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