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Network Structures of Internet Gaming Disorder and Gaming Disorder: Symptom Operationalization Causes Variation

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68081740%3A_____%2F24%3A00579617" target="_blank" >RIV/68081740:_____/24:00579617 - isvavai.cz</a>

  • Nalezeny alternativní kódy

    RIV/00216208:11410/23:10486130

  • Výsledek na webu

    <a href="https://psycnet.apa.org/doiLanding?doi=10.1037%2Fadb0000960" target="_blank" >https://psycnet.apa.org/doiLanding?doi=10.1037%2Fadb0000960</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1037/adb0000960" target="_blank" >10.1037/adb0000960</a>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Network Structures of Internet Gaming Disorder and Gaming Disorder: Symptom Operationalization Causes Variation

  • Popis výsledku v původním jazyce

    Objective: From 2022, the International Classification of Diseases, eleventh edition (ICD-11) includes the first mental disorder based on digital technology, ´gaming disorder´, which was previously suggested as a condition for further examination in the Diagnostic and Statistical Manual of Mental Disorders, fifth edition (DSM-5). In this cross-sectional study, we provide the first large-scale network analysis of various symptom structures for these constructs to understand the complex interconnections between their proposed symptoms. Method: Culturally diverse samples of 2,846 digital game players (M = 25.3 years) and 746 esports players (M = 23.5 years) were recruited. A network approach was applied to explore a multiverse of gaming disorder symptom structures, effects of item operationalization, and possible external moderators. Gaming disorder was measured using the Internet Gaming Disorder Scale 9-Short Form (IGDS9-SF), Gaming Disorder Test, and several items borrowed from Chinese Internet Gaming Disorder Scale, Personal Internet Gaming Disorder Evaluation-9, and Clinical Video game Addiction Test 2.0 scales. Results: Two symptoms (loss of control and continued use despite problems) present in both, the DSM-5 and ICD-11, were systematically central to most of the analyzed networks. Alternative operationalizations of single items systematically caused significant network differences. Networks were invariant across groups of play style, age, gender, gaming time, and most of the psychosocial characteristics. Conclusions: Our results caution practitioners and researchers when studying and interpreting gaming disorder symptoms. The data indicate that even minor operational changes in symptoms can lead to significant network-level changes, thus highlighting the need for careful wording.

  • Název v anglickém jazyce

    Network Structures of Internet Gaming Disorder and Gaming Disorder: Symptom Operationalization Causes Variation

  • Popis výsledku anglicky

    Objective: From 2022, the International Classification of Diseases, eleventh edition (ICD-11) includes the first mental disorder based on digital technology, ´gaming disorder´, which was previously suggested as a condition for further examination in the Diagnostic and Statistical Manual of Mental Disorders, fifth edition (DSM-5). In this cross-sectional study, we provide the first large-scale network analysis of various symptom structures for these constructs to understand the complex interconnections between their proposed symptoms. Method: Culturally diverse samples of 2,846 digital game players (M = 25.3 years) and 746 esports players (M = 23.5 years) were recruited. A network approach was applied to explore a multiverse of gaming disorder symptom structures, effects of item operationalization, and possible external moderators. Gaming disorder was measured using the Internet Gaming Disorder Scale 9-Short Form (IGDS9-SF), Gaming Disorder Test, and several items borrowed from Chinese Internet Gaming Disorder Scale, Personal Internet Gaming Disorder Evaluation-9, and Clinical Video game Addiction Test 2.0 scales. Results: Two symptoms (loss of control and continued use despite problems) present in both, the DSM-5 and ICD-11, were systematically central to most of the analyzed networks. Alternative operationalizations of single items systematically caused significant network differences. Networks were invariant across groups of play style, age, gender, gaming time, and most of the psychosocial characteristics. Conclusions: Our results caution practitioners and researchers when studying and interpreting gaming disorder symptoms. The data indicate that even minor operational changes in symptoms can lead to significant network-level changes, thus highlighting the need for careful wording.

Klasifikace

  • Druh

    J<sub>imp</sub> - Článek v periodiku v databázi Web of Science

  • CEP obor

  • OECD FORD obor

    50101 - Psychology (including human - machine relations)

Návaznosti výsledku

  • Projekt

    <a href="/cs/project/LX22NPO5101" target="_blank" >LX22NPO5101: Národní institut pro výzkum socioekonomických dopadů nemocí a systémových rizik</a><br>

  • Návaznosti

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Ostatní

  • Rok uplatnění

    2024

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název periodika

    Psychology of Addictive Behaviors

  • ISSN

    0893-164X

  • e-ISSN

    1939-1501

  • Svazek periodika

    38

  • Číslo periodika v rámci svazku

    4

  • Stát vydavatele periodika

    US - Spojené státy americké

  • Počet stran výsledku

    13

  • Strana od-do

    475-487

  • Kód UT WoS článku

    001109316400001

  • EID výsledku v databázi Scopus

    2-s2.0-85181705014