Reference : Problematic involvement in online games: A cluster analytic approach
Scientific journals : Article
Social & behavioral sciences, psychology : Treatment & clinical psychology
http://hdl.handle.net/10993/29695
Problematic involvement in online games: A cluster analytic approach
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Billieux, Joël mailto [University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE) > Integrative Research Unit: Social and Individual Development (INSIDE)]
Thorens, G. [Addictology Division, Mental Health and Psychiatry Department, Geneva University Hospitals, Geneva, Switzerland]
Khazaal, Y. [Addictology Division, Mental Health and Psychiatry Department, Geneva University Hospitals, Geneva, Switzerland]
Zullino, D. [Addictology Division, Mental Health and Psychiatry Department, Geneva University Hospitals, Geneva, Switzerland]
Achab, S. [Addictology Division, Mental Health and Psychiatry Department, Geneva University Hospitals, Geneva, Switzerland, EA 481 Neurosciences Laboratory, Franche-Comté University, Besanc¸on Cedex, France]
Van Der Linden, M. [Cognitive Psychopathology and Neuropsychology Unit, Psychology Department, University of Geneva, Geneva, Switzerland, Cognitive Psychopathology Unit, Psychology Department, University of Liège, Liège, Belgium]
2015
Computers in Human Behavior
Elsevier Ltd
43
242-250
Yes (verified by ORBilu)
International
07475632
[en] Cluster analysis ; Dysfunctional online gaming ; Internet addiction ; Internet gaming disorder ; Problem online gaming ; Risk factor ; Internet ; Online systems ; Risk assessment ; Surveys ; Cluster comparisons ; Internet gaming ; Massively multiplayer online role-playing games ; On-line gaming ; Problematic online gamings ; Psychological factors ; Risk factors ; Social networking (online)
[en] Playing online games can become problematic and engender adverse consequences. Several psychological factors have been shown to influence the development and the maintenance of this problematic behavior, including impulsivity traits, motives to play (immersion, achievement, social affiliation), and self-esteem. The aim of the current study is to determine whether reliable subtypes of problematic online gamers can be identified. A sample of 1057 online gamers was recruited. Validated questionnaires were used to measure established psychological risk factors (impulsivity, motives to play, self-esteem) and potential consequences of playing (addiction symptoms, positive and negative affect). Actual in-game behaviors were also monitored. Five reliable clusters of gamers were identified (three problematic and two nonproblematic clusters). Cluster comparison revealed that the psychological factors considered are differentially involved in problematic online gaming. At the theoretical level, the results emphasized that problem online gaming depends on a wide range of psychological factors. At the clinical level, the diversity of psychological profiles shown supports the development of personalized (custom-made) interventions targeting specific psychological mechanisms. Overall, our findings suggest that conceptualizing the problematic use of massively multiplayer online role-playing games as "behavioral addiction" is too restrictive and might result in the simplification of heterogeneous and multi-determined problematic behaviors. © 2014, Elsevier Ltd. All rights reserved.
http://hdl.handle.net/10993/29695
10.1016/j.chb.2014.10.055

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