Journal article
Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review.
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King DL
College of Education, Psychology & Social Work, Flinders University, Australia; School of Psychology, The University of Adelaide, Australia. Electronic address: daniel.king@flinders.edu.au.
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Delfabbro PH
College of Education, Psychology & Social Work, Flinders University, Australia; School of Psychology, The University of Adelaide, Australia.
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Perales JC
Department of Experimental Psychology, Mind, Brain, and Behavior Research Center, University of Granada, Spain.
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Deleuze J
Scientific Research and Publication Cell (CRPS), Le Beau Vallon, Namur, Belgium.
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Király O
Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.
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Krossbakken E
Department of Psychosocial Science, Faculty of Psychology, University of Bergen, Bergen, Norway.
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Billieux J
Institute of Psychology, University of Lausanne, Lausanne, Switzerland; Addictive and Compulsive Behaviours Lab, Institute for Health and Behaviour, University of Luxembourg, Esch-sur-Alzette, Luxembourg.
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Published in:
- Clinical psychology review. - 2019
English
While certain player vulnerabilities are known to increase risk of gaming disorder (GD), the topic of maladaptive player × game relationships in GD has received limited attention. This review aimed to: (1) identify game types associated with GD symptomatology; and (2) evaluate individual differences (e.g., age, personality, depression) in the relationship between gaming and GD symptomatology. A systematic review of six databases identified 23 studies of the relations between game types and GD, including 13 studies employing multivariate analyses. Player vulnerabilities implicated in GD included impulsivity, risk-taking, psychopathological symptoms (e.g., depression, anxiety), and stronger gaming motivations (e.g., escapism, achievement). MMORPG involvement had the strongest positive association with GD. Problematic MMORPG players tend to have a socially anxious profile and may be attracted to the work-like roles and conventions of this genre. Problematic players of shooters tend to score higher on measures of sensation-seeking and impulsivity than other players. These findings suggest that GD may develop more readily and at more severe levels in complex, endless, socially driven games, irrespective of person-level characteristics. Some player vulnerabilities may selectively increase risk of GD for certain game types. Further research should investigate different player-game interactions to refine current models and interventions for GD.
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Language
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Open access status
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closed
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Identifiers
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Persistent URL
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https://sonar.ch/global/documents/44617
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