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The Dark Side of Video Gaming: Gaming Motivations and Emotion Dysregulation in Gaming Disorder
Luleå University of Technology, Department of Health, Education and Technology, Health, Medicine and Rehabilitation.ORCID iD: 0000-0003-4813-0309
2024 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Gaming Disorder (GD) has been officially recognized as a mental health condition due to addictive behavior by the World Health Organization. Internet Gaming Disorder (IGD) is also under preliminary consideration by the American Psychiatric Association as a condition requiring further research. Knowledge concerning psychological factors associated with GD is of great importance for developing effective prevention and treatment programs. Thus, the overarching aim of this thesis was to increase our knowledge concerning GD, specifically how underlying psychological processes such as motivational factors and emotional dysregulation are associated with this condition. The current thesis also aimed to translate and investigate the validity of Swedish gaming motivation and GD symptom measures. This thesis comprises four studies. 

Study I synthesized the existing literature on the relationships between gaming motivations and GD symptoms. The findings demonstrated robust associations between certain gaming motivational factors, such as the desire for emotional escape through video games, and more GD symptoms across studies. Study II examined the psychometric properties of three GD screening tools, including the Gaming Disorder Test (GDT) and the Five-Item Gaming Disorder Test (GDT-5), based on the World Health Organization's framework, and the Ten-Item Internet Gaming Disorder Test (IGDT-10), based on the American Psychiatric Association's framework, in a Swedish-speaking sample. Study III investigated the psychometric properties of the Motives for Online Gaming Questionnaire (MOGQ) and a shortened version, the MOGQ-14, in a Swedish-speaking sample. Studies II and III provided evidence of construct validity for these measures. Study IV investigated the mediating effects of depression symptoms and coping, escapism, and fantasy motivations as a composite factor (CEF motives) on the relationship between emotion dysregulation and GD symptoms. Findings showed that depression symptoms and CEF motives mediate this relationship, suggesting that individuals with higher emotion dysregulation and more depression symptoms may use gaming as an emotion regulation technique, which could contribute to an increased risk of developing GD.

The results of this thesis showed a relationship between GD symptoms, emotional dysregulation, and gaming motivations. Healthcare professionals may consider assessing and addressing emotion dysregulation and gaming motivations during prevention or treatment interventions for GD. Future research may investigate these variables in clinical populations to better understand GD and develop more effective interventions. This thesis also provides validated measures of gaming motivations and symptoms of GD, which may benefit future research, healthcare professionals, and other stakeholders.

Place, publisher, year, edition, pages
Luleå: Luleå University of Technology, 2024.
Series
Doctoral thesis / Luleå University of Technology 1 jan 1997 → …, ISSN 1402-1544
Keywords [en]
gaming disorder, emotion dysregulation, motivation, psychometric validation, addiction
National Category
Psychology Other Social Sciences not elsewhere specified
Research subject
Psychology
Identifiers
URN: urn:nbn:se:ltu:diva-110190ISBN: 978-91-8048-654-5 (print)ISBN: 978-91-8048-655-2 (electronic)OAI: oai:DiVA.org:ltu-110190DiVA, id: diva2:1903543
Public defence
2024-12-06, Vetenskapens hus, Luleå, 09:00 (Swedish)
Opponent
Supervisors
Available from: 2024-10-04 Created: 2024-10-04 Last updated: 2024-11-15Bibliographically approved
List of papers
1. Gaming motivations and gaming disorder symptoms: A systematic review and meta-analysis
Open this publication in new window or tab >>Gaming motivations and gaming disorder symptoms: A systematic review and meta-analysis
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2022 (English)In: Journal of Behavioral Addictions, ISSN 2062-5871, E-ISSN 2063-5303, Vol. 11, no 3, p. 667-688Article, review/survey (Refereed) Published
Abstract [en]

Background and aims: The present systematic review and meta-analysis aimed to synthesize the available literature on the relationship between gaming motivations and gaming disorder symptoms. Specifically, to (1) explore what gaming motivation questionnaires and classifications are used in studies on gaming disorder symptoms and (2) investigate the relationship between motivational factors and symptoms of gaming disorder. Method: An electronic database search was conducted via EBSCO (MEDLINE and PsycINFO) and the Web of Science Core Collection. All studies using validated measurements on gaming disorder symptoms and gaming motivations and available correlation coefficients of the relationship between gaming disorder and gaming motivations were included. The meta-analyses were conducted using a random-effects model. Results: In total, 49 studies (k = 58 independent sub-samples), including 51,440 participants, out of which 46 studies (k = 55 sub-samples, n = 49,192 participants) provided data for the meta-analysis. The synthesis identified fourteen different gaming motivation instruments, seven unique motivation models, and 26 motivational factors. The meta-analysis showed statistically significant associations between gaming disorder symptoms and 23 out of 26 motivational factors, with the majority of the pooled mean effect sizes ranging from small to moderate. Moreover, large heterogeneity was observed, and the calculated prediction intervals indicated substantial variation in effects across populations and settings. Motivations related to emotional escape were robustly associated with gaming disorder symptoms. Discussion and conclusions: The present meta-analysis reinforces the importance of motivational factors in understanding problematic gaming behavior. The analysis showed significant heterogeneity in most outcomes, warranting further investigation.

Place, publisher, year, edition, pages
Akademiai Kiado, 2022
Keywords
meta-analysis, systematic review, gaming disorder, addiction, problematic gaming, motivation
National Category
Psychiatry Substance Abuse
Research subject
Engineering Psychology
Identifiers
urn:nbn:se:ltu:diva-93244 (URN)10.1556/2006.2022.00053 (DOI)000864860900004 ()36094861 (PubMedID)2-s2.0-85139853140 (Scopus ID)
Funder
Knut and Alice Wallenberg Foundation, KAW 2014.0205Vinnova, 2021-02361Forte, Swedish Research Council for Health, Working Life and Welfare, 2020-01111Swedish National Centre for Research in Sports, P2021-0103
Note

Validerad;2022;Nivå 2;2022-11-28 (sofila)

Available from: 2022-09-26 Created: 2022-09-26 Last updated: 2024-10-04Bibliographically approved
2. Comparing psychopathological symptoms, life satisfaction, and personality traits between the WHO and APA frameworks of gaming disorder symptoms: A psychometric investigation
Open this publication in new window or tab >>Comparing psychopathological symptoms, life satisfaction, and personality traits between the WHO and APA frameworks of gaming disorder symptoms: A psychometric investigation
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2024 (English)In: Scandinavian Journal of Psychology, ISSN 0036-5564, E-ISSN 1467-9450, Vol. 65, no 4, p. 665-682Article in journal (Refereed) Published
Abstract [en]

Introduction: The inclusion of Internet Gaming Disorder (IGD) in the fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) by the American Psychiatric Association and Gaming Disorder in the 11th revision of the International Classification of Diseases (ICD-11) by the World Health Organization requires consistent psychological measures for reliable estimates. The current study aimed to investigate the psychometric properties of the Gaming Disorder Test (GDT), the Ten-Item Internet Gaming Disorder Test (IGDT-10), and the Five-Item Gaming Disorder Test (GDT-5) and to compare the WHO and the APA frameworks of gaming disorder symptoms in terms of psychopathological symptoms, life satisfaction, and personality traits.

Methods: A sample of 723 Swedish gamers was recruited (29.8% women, 68.3% men, 1.9% other, Mage = 29.50 years, SD = 8.91).

Results: The results indicated notable differences regarding the estimated possible risk groups between the two frameworks. However, the association between gaming disorder symptoms and personality traits, life satisfaction, and psychopathological symptoms appeared consistent across the two frameworks. The results showed excellent psychometric properties in support of the one-factor model of the GDT, IGDT-10, and GDT-5, including good reliability estimates (McDonald's omega) and evidence of construct validity. Additionally, the results demonstrated full gender and age measurement invariance of the GDT, IGDT-10, and GDT-5, indicating that gaming disorder symptoms are measured equally across the subgroups.

Conclusion: These findings demonstrate that the IGDT-10, GDT-5, and GDT are appropriate measures for assessing gaming disorder symptoms and facilitating future research in Sweden.

Place, publisher, year, edition, pages
John Wiley and Sons Inc, 2024
Keywords
assessment, Gaming disorder, internet gaming disorder, item response theory, measurement invariance
National Category
Psychiatry
Research subject
Psychology
Identifiers
urn:nbn:se:ltu:diva-104884 (URN)10.1111/sjop.13010 (DOI)001183589300001 ()38475668 (PubMedID)2-s2.0-85187468250 (Scopus ID)
Funder
Vinnova, 2021–02361Forte, Swedish Research Council for Health, Working Life and Welfare, 2020–01111
Note

Validerad;2024;Nivå 2;2024-08-15 (hanlid);

Funder: Hungarian National Research, Development, and Innovation Office (KKP126835);

Full text license: CC BY

Available from: 2024-03-26 Created: 2024-03-26 Last updated: 2024-10-04Bibliographically approved
3. Validating the Motives for Online Gaming Questionnaire (MOGQ) within the WHO and APA gaming disorder symptoms frameworks
Open this publication in new window or tab >>Validating the Motives for Online Gaming Questionnaire (MOGQ) within the WHO and APA gaming disorder symptoms frameworks
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2024 (English)In: Computers in Human Behavior Reports, ISSN 2451-9588, Vol. 16, article id 100504Article in journal (Refereed) Published
Abstract [en]

The increasing interest in digital games and the reasons behind their popularity worldwide warrants further psychometric investigation of motivation factors for engagement in digital games. The present study aimed to validate the Motives for Online Gaming Questionnaire (MOGQ) in a Swedish sample and compare the associations between the seven motivational factors and gaming disorder symptoms across the American Psychiatric Association and World Health Organization diagnostic frameworks. Furthermore, considering the utility of more concise psychological measures, a 14-item version of the MOGQ was developed (MOGQ-14). A sample of 678 Swedish video game players (68.4% men, 29.7% women, and 1.9% other, Mage = 29.5 years, range 15 to 66) were included in the analyses after participating in an online survey. The analyses revealed that the Swedish version of the MOGQ had good psychometric properties. All MOGQ factors showed good reliability (McDonald’s omega), and all intercorrelations among the MOGQ dimensions were consistent with previous findings. The results showed that, on average, men reported higher gaming motivations concerning competition than women. The relationships between six gaming motivation factors (social, escape, competition, coping, skill development, fantasy) and gaming disorder symptoms were consistent with previous research. Findings indicated that the relationship between motivations (escape and recreation) and gaming disorder symptoms varied across APA and WHO diagnostic frameworks, depending on the motivation scale used (MOGQ or MOGQ-14). Recreation significantly differed in its relationship with symptoms when using MOGQ, and the MOGQ-14 showed larger effect sizes in the WHO framework for escape and recreation motivations.

Place, publisher, year, edition, pages
Elsevier, 2024
Keywords
Gaming Disorder, Internet Gaming Disorder, Motivation, Psychometrics, Video games, Technological addictions
National Category
Applied Psychology Psychology (excluding Applied Psychology)
Research subject
Psychology
Identifiers
urn:nbn:se:ltu:diva-110249 (URN)10.1016/j.chbr.2024.100504 (DOI)001342329200001 ()2-s2.0-85206533132 (Scopus ID)
Funder
Vinnova, 2021-02361Forte, Swedish Research Council for Health, Working Life and Welfare, 2020-01111
Note

Validerad;2024;Nivå 1;2024-10-23 (signyg);

Funder: Hungarian National Research, Development, and Innovation Office (KKP126835);

Fulltext license: CC BY

Available from: 2024-10-04 Created: 2024-10-04 Last updated: 2024-11-20Bibliographically approved
4. Depression symptoms and coping, escapism, and fantasy motives mediate the relationship between emotion dysregulation and gaming disorder symptoms
Open this publication in new window or tab >>Depression symptoms and coping, escapism, and fantasy motives mediate the relationship between emotion dysregulation and gaming disorder symptoms
(English)In: Journal of Affective Disorders, ISSN 0165-0327, E-ISSN 1573-2517Article in journal (Other academic) Submitted
Keywords
gaming disorder, internet gaming disorder, emotion dysregulation, motivation, depression
National Category
Psychology
Research subject
Psychology
Identifiers
urn:nbn:se:ltu:diva-110250 (URN)
Available from: 2024-10-04 Created: 2024-10-04 Last updated: 2024-10-04

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