Behavioral Addictions _ _______________________________________________________________________
Real-Time Strategy Among the four genre groups, self-esteem was highest in the real-time strategy group, suggesting that the strategic simulation information tasks are more rewarding in gamers with stronger self-esteem. Real-time strategy involves many challenging tasks requiring rapid switching, multiple information sources, and multiple actions for which substantial cognitive flexibility is needed [202]. Successful players must cope with simultane- ous and rapidly evolving game situations in real-time, while managing funds, resources, and information concerning their opponent. When managing multiple, simultaneous game strategies, self-esteem can have a decisive effect on judgment and decision-making by reducing gamer anxiety and enhanc- ing performance. Compared to MMORPG players, the lower social anxiety and avoidance scores of real-time strategy play- ers may be related to higher self-esteem. Thus, relatively high self-esteem and low social anxiety and avoidance are the main characteristics in the real-time strategy group [195]. Others Compared to the other three genres, players of arcade, online sports, and casual games had higher depression scores, with Beck Depression Inventory scores showing “moderate depres- sion,” compared with “mild depression” average scores in the other three groups. Games in this category are relatively simple in design and low in complexity, and this game preference is probably motivated by wanting a less challenging game, possibly influenced by the presence of low volition or energy, impaired concentration, or depressed mood [195]. PREVALENCE The pooled prevalence estimates from more than 30 countries showed problematic Internet game use in 8% to 12% of young persons and addictive use in 2% to 5% of children, adolescents, and college students [17]. Nationally representative American samples show an Internet gaming disorder prevalence of 8.5% among those 8 to 18 years of age [203; 204]. RISK FACTORS Internet gaming disorder is associated with increased neuroti- cism, aggression/hostility, avoidant and schizoid interpersonal tendencies, loneliness, introversion, social inhibition, boredom inclination, sensation-seeking, low agreeableness, diminished self-control, narcissistic personality traits, low self-esteem, state and trait anxiety, and low emotional intelligence. These personality factors are not specific to pathologic gaming and contribution to, or direction of, causality is unclear from the research designs [17]. Gamers with Internet gaming disorder show high rates of comorbidity, including ADHD, generalized anxiety disorder, panic disorder, depression, social phobia, school phobia, and various psychosomatic symptoms [17].
• Maladaptive disruption of diurnal rhythm (i.e., sleep all day, game all night), irregular meals, failure to maintain personal hygiene, school truancy or job loss Patient preferences were for MMORPGs (39.2%), real-time strategy games (34.9%), FPSs (16.0%), and other genres (9.9%) [195]. MMORPGS Of all genres, MMORPG players have the highest Internet gaming disorder severity, partially explained by the variable reinforcement schedule (similar to gambling). Among gamers, MMORPG players show the greatest levels of social anxiety and social avoidance, suggesting that social dysfunction drives gamer motivation to escape interpersonal anxiety and prob- lems. Gamers with high social anxiety and avoidance are often stress intolerant and easily distressed over interpersonal and academic problems. The MMOPRG alternate reality space provides an escape [195]. Some studies show that MMORPG gamers motivated to escape reality experience greater consequence than gamers with other motives for gaming, and escapism is a strong predictor of Internet gaming disorder [196; 198]. Other research shows that MMORPGs interfere with player development of social and emotional skills; this may exacerbate deficient interpersonal skills to create a vicious cycle [196; 199]. Other studies comparing Internet gaming genres found MMORPG players spent significantly more hours playing, had worse health (e.g., more cigarettes smoked, less physical exercise, worse sleep quality), and greater interference in real- life socializing and academic work [199]. MMORPG players (compared with those playing other genres) more frequently displayed signs of dysfunctional use [8; 196]. Escapists use MMORPGs to avoid interpersonal and life stressors, and in-person social support is adversely impacted by the high time involvement. Social support increases online but decreases offline. Offline social support has the strongest impact on favorably affecting gamer well-being, and greater online social support for offline problems did not offset the negative effect of diminished offline support in MMORPG escapists [200]. First-Person Shooter Social anxiety is lowest in FPS gamers. FPS players control the game character from a first-person view, making self-confidence crucial for high scores and engagement in competition. Most online FPS players do not play in isolation, and social interac- tion motivation highly predicts FPS time involvement. FPS players are drawn to competition and challenge [201]. The highly immersive nature and potential for online competition, achievements, and social interaction can reinforce excessive FPS involvement. Social-seeking behavior is inversely related to social anxiety and avoidance [195].
48
EliteLearning.com/Social-Work
Powered by FlippingBook