TY - JOUR
T1 - Gamers’ insights into the phenomenology of normal gaming and game “addiction”
T2 - A mixed methods study
AU - Colder Carras, Michelle
AU - Porter, Anne Marie
AU - Van Rooij, Antonius J.
AU - King, Daniel
AU - Lange, Amanda
AU - Carras, Matthew
AU - Labrique, Alain
PY - 2018/2
Y1 - 2018/2
N2 - In response to calls for further research into the phenomenology of Internet gaming disorder (IGD), we used a community-engaged consensus development approach to evaluate how members of the “gamer culture” describe problematic gaming and the relationship of these descriptions to the proposed IGD criteria. Two focus groups of gamers were recruited at a video game convention. Participants were asked to submit suggestions for signs of game “addiction”. Participants discussed and ranked the criteria in order of conceptual importance. The rankings were analyzed quantitatively, and then a multidisciplinary team compared the ranked criteria to the DSM-5 IGD proposed criteria. The strongest agreement between participants’ rankings and IGD symptomatology was found for harms/functional impairment due to gaming, continued use despite problems, unsuccessful attempts to control gaming, and loss of interest in previous hobbies and entertainment. There was less support for other IGD criteria. Participants also offered new content domains. These findings suggest that collaborative knowledge-building approaches may help researchers and policymakers understand the characteristics and processes specific to problematic video game play and improve content validity of IGD criteria. Future efforts may benefit from multi-stakeholder approaches to refine IGD criteria and inform theory, measurement and intervention.
AB - In response to calls for further research into the phenomenology of Internet gaming disorder (IGD), we used a community-engaged consensus development approach to evaluate how members of the “gamer culture” describe problematic gaming and the relationship of these descriptions to the proposed IGD criteria. Two focus groups of gamers were recruited at a video game convention. Participants were asked to submit suggestions for signs of game “addiction”. Participants discussed and ranked the criteria in order of conceptual importance. The rankings were analyzed quantitatively, and then a multidisciplinary team compared the ranked criteria to the DSM-5 IGD proposed criteria. The strongest agreement between participants’ rankings and IGD symptomatology was found for harms/functional impairment due to gaming, continued use despite problems, unsuccessful attempts to control gaming, and loss of interest in previous hobbies and entertainment. There was less support for other IGD criteria. Participants also offered new content domains. These findings suggest that collaborative knowledge-building approaches may help researchers and policymakers understand the characteristics and processes specific to problematic video game play and improve content validity of IGD criteria. Future efforts may benefit from multi-stakeholder approaches to refine IGD criteria and inform theory, measurement and intervention.
KW - Community-based participatory research
KW - Internet gaming disorder
KW - Mixed methods research
KW - Qualitative research
KW - Video game addiction
UR - http://www.scopus.com/inward/record.url?scp=85032683165&partnerID=8YFLogxK
U2 - 10.1016/j.chb.2017.10.029
DO - 10.1016/j.chb.2017.10.029
M3 - Article
AN - SCOPUS:85032683165
SN - 0747-5632
VL - 79
SP - 238
EP - 246
JO - Computers in Human Behaviour
JF - Computers in Human Behaviour
ER -