Passion or addiction? Correlates of healthy versus problematic use of videogames in a sample of French-speaking regular players.
Journal article

Passion or addiction? Correlates of healthy versus problematic use of videogames in a sample of French-speaking regular players.

  • Deleuze J Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium. Electronic address: Jory.Deleuze@uclouvain.be.
  • Long J Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium; Mental Health Institute of the Second Xiangya Hospital, Central South University, Changsha, Hunan, People's Republic of China.
  • Liu TQ Mental Health Institute of the Second Xiangya Hospital, Central South University, Changsha, Hunan, People's Republic of China.
  • Maurage P Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium.
  • Billieux J Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium; Addictive and Compulsive Behaviours Lab, Institute for Health and Behaviour, University of Luxembourg, Esch-sur-Alzette, Luxembourg; Addiction Division, Department of Mental Health and Psychiatry, University Hospitals of Geneva, Switzerland. Electronic address: Joel.Billieux@uni.lu.
  • 2018-03-10
Published in:
  • Addictive behaviors. - 2018
English A criticism of current diagnostic approaches to gaming disorder is that they fail to take into account that high and repeated engagement is not problematic per se, nor is it necessarily associated with adverse consequences. To tackle this controversy, we used Confirmatory Factor Analysis (CFA) to test, in regular gamers (N = 268), whether high (but healthy) engagement can be distinguished from problematic engagement by using the Addiction-Engagement Questionnaire (Charlton & Danforth, 2007). We then tested whether differential relationships exist between the engagement and addiction constructs, DSM-5 criteria for Internet gaming disorder (IGD), and psychological factors linked to gaming use and misuse (self-reported impulsivity, motives to play, and depression). Results indicated that a model holding engagement and addiction as two distinct, but related, constructs fits the data well. Second, we showed that although both constructs are linked to the number of IGD criteria endorsed, the relationship is more pronounced for the addiction construct. Third, a differential pattern of correlations was observed with the other study variables, further supporting the need to distinguish the two constructs. Our study emphasizes that research is needed to refine the diagnostic approach to gaming disorder to avoid conflating healthy passion with pathological behavior.
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  • English
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closed
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https://sonar.ch/global/documents/46528
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