The role of video gaming motives in the relationship between personality risk traits and Internet Gaming Disorder
Keywords:Internet gaming disorder, gaming motives, mediation model, personality risk traits
The main aim of this study is to improve our knowledge on Internet Gaming Disorder (IGD), contributing to a common discourse concerning its risk profiles. Specifically, the study aims to assess the prevalence of addicted gamers among Italian online and offline gamers, accounting for gender and to investigate the mediation role of gaming motives on the relationship between personality risk traits and IGD. A total of 627 videogame players (55% women; mean age 27 years) recruited from social networking sites took part in the study and filled a questionnaire including gaming characteristics, the Internet Gaming Disorder Scale (IGDS9-SF), the Substance Use Risk Profile Scale (SURPS) and the Motives for Online Gaming Questionnaire (MOGQ). The prevalence rate of Internet gaming disorder was 5.3%. Hopelessness was the personality dimension that most differentiates gaming addicts from non-addicts. Results of the mediation model suggested that Hopelessness was both directly and indirectly (via escape, fantasy and recreational motives) associated with IGD. The motivations Escape and Fantasy also mediate between Anxiety sensitivity and IGD while Competition mediate between Sensation seeking trait and IGD. The evidence suggests that IGD is motivated by psychological mechanisms similar to those compelling substance abuse, but with its own unique features.
Cette étude a pour but d’améliorer notre connaissance de la dépendance au jeu sur Internet (DJI) afin d’enrichir le discours sur ses profils de risque. Elle vise plus précisément à évaluer la prévalence des joueurs dépendants parmi les joueurs italiens en ligne et hors ligne, en tenant compte du genre et en examinant le rôle de médiation des raisons qui motivent la pratique des jeux dans la relation entre les traits de personnalité présentant des risques et la DJI. En tout, 627 joueurs de jeux vidéo (55 % de femmes d’une moyenne d’âge de 27 ans) recrutés sur des sites de réseaux sociaux ont participé à l’étude et rempli un questionnaire comprenant des caractéristiques liées au jeu, l’échelle de la dépendance au jeu sur Internet (IGDS9-SF), l’échelle de profil de risque de consommation de substances psychoactives (SURPS) et le questionnaire sur les raisons de jouer en ligne (MOGQ). Le taux de prévalence de la dépendance au jeu sur Internet s’établissait à 5,3 %. Le désespoir constituait l’aspect de la personnalité qui distinguait le plus les personnes dépendantes au jeu des personnes non dépendantes. Les résultats du modèle de médiation donnaient à penser que le désespoir était associé directement et indirectement (raisons liées à la fuite, à l’imaginaire et aux loisirs) à la DJI. Les raisons Fuite et Imaginaire assurent la médiation entre la sensibilité à l’anxiété et la DJI, tandis que la concurrence assure la médiation entre la recherche de sensations et la DJI. Tout indique que la DJI est motivée par des mécanismes psychologiques similaires à ceux qui incitent à la toxicomanie, mais possède ses propres caractéristiques.
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