TY - JOUR
T1 - Toward a delineation of the differences between high engagement and problem gaming
AU - Slack, Jake D.
AU - Delfabbro, Paul
AU - King, Daniel L.
PY - 2022/12
Y1 - 2022/12
N2 - The boundary between highly engaged and problematic video gaming is often debated in the behavioral addictions field. The present study assessed whether quality of life, motivational and protective factors may differentiate high-frequency gamers (i.e., those who play 30 + hours per week) who did, and did not, meet the DSM-5 criteria for gaming disorder (GD). A total of 403 respondents completed an online survey including standard measures of GD, gaming motivation, quality of life (QOL), and protective factors for behavioral addiction (e.g., adequate sleep and healthy diet). Respondents with GD scored lower on all QOL measures and were more strongly motivated to use gaming to escape problems. Fewer protective factors were identified in GD cases, with an inability to balance gaming with sleep being the largest significant difference between the two groups. High-frequency gaming appears most likely to be problematic if it is used to escape real-world problems or prioritized over important everyday activities.
AB - The boundary between highly engaged and problematic video gaming is often debated in the behavioral addictions field. The present study assessed whether quality of life, motivational and protective factors may differentiate high-frequency gamers (i.e., those who play 30 + hours per week) who did, and did not, meet the DSM-5 criteria for gaming disorder (GD). A total of 403 respondents completed an online survey including standard measures of GD, gaming motivation, quality of life (QOL), and protective factors for behavioral addiction (e.g., adequate sleep and healthy diet). Respondents with GD scored lower on all QOL measures and were more strongly motivated to use gaming to escape problems. Fewer protective factors were identified in GD cases, with an inability to balance gaming with sleep being the largest significant difference between the two groups. High-frequency gaming appears most likely to be problematic if it is used to escape real-world problems or prioritized over important everyday activities.
KW - Gaming disorder
KW - High frequency gaming
KW - Motivation
KW - Protective factors
KW - Quality of life
UR - http://www.scopus.com/inward/record.url?scp=85140740270&partnerID=8YFLogxK
UR - http://purl.org/au-research/grants/ARC/DE170101198
U2 - 10.1016/j.abrep.2022.100462
DO - 10.1016/j.abrep.2022.100462
M3 - Article
AN - SCOPUS:85140740270
VL - 16
JO - Addictive Behaviors Reports
JF - Addictive Behaviors Reports
SN - 2352-8532
M1 - 100462
ER -