Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review.
Journal article

Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review.

  • 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.
  • Delfabbro PH College of Education, Psychology & Social Work, Flinders University, Australia; School of Psychology, The University of Adelaide, Australia.
  • Perales JC Department of Experimental Psychology, Mind, Brain, and Behavior Research Center, University of Granada, Spain.
  • Deleuze J Scientific Research and Publication Cell (CRPS), Le Beau Vallon, Namur, Belgium.
  • Király O Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.
  • Krossbakken E Department of Psychosocial Science, Faculty of Psychology, University of Bergen, Bergen, Norway.
  • 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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  • 2019-11-11
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.
Language
  • English
Open access status
closed
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Persistent URL
https://sonar.ch/global/documents/44617
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