Risk factors for internet gaming disorder in a sample of 5,979 italian online gamers.
- Authors: Ferraro L., Avanzato C., Maniaci G., Sartorio C., Seminerio F., Tripoli G., Quattrone D., Daino M., La Barbera D., La Cascia C.
- Publication year: 2020
- Type: Poster pubblicato in rivista
- OA Link: http://hdl.handle.net/10447/432083
Abstract
Introduction: Online gaming is potentially harmful to a group, but not for the entire population, of online gamers. The prevalence varies by geographical areas, however, there are few Italian studies about risk factors for Internet Gaming Disorder (IGD) and its presence among non-occasional gamers. Objectives: This study aimed to describe the presence of IGD in internet gamers who participate in online communities, and how well-established risk-factors can predict it. Methods: Participants were surveyed about their playing habits and other relevant characteristics. IGDS-SF9 diagnosed IGD. TAS-20 measured alexithymia scores, i.e. Difficult in Identifying (DIF) and Describing Feelings (DDF), and Externally Oriented Thinking (EOT). Selected order of variables (via linear regression) and interactions were set in a logistic regression (outcome: IGD≥21). Results: The sample included 5,979 responders (88.7% males; 44% 14-18 years-hold). Alexithymia explained the 11.3% of the variance. IGD was present in the 43% of the subjects, the risk (70% prediction-rate) was increased by male gender (OR=1.2, 95% C.I. =1, 1.5, p=0.019), higher DIF z-scores (OR=1.5, 95% C.I.=1.1, 2.1, p=0.003), boredom/loneliness feelings (OR=1.8, 95% C.I.=1.5, 2, p<0.001), recent negative events (OR=1.1, 95% C.I.=1, 1.3, p=0.026), a behavioural dependency (OR=2.1, 95% C.I.=1.2, 3.9, p=0.009). Time spent playing exponentially increased the risk, up to eight times if six hours/per day were spent playing (OR=7.6, 95% C.I.=5.5, 10.6, p<0.001) and it did not interact with DIF scores (Figure-1). Figure-1 Conclusions: Players who participate in forum and communities are particularly at-risk of IGD. DIF and time spent playing were the most important and independent predictors of a pathological approach to videogames.