Gaming and gaming disorder: A mediation model gender, salience, age of gaming onset, and time spent gaming

Frank D. Buono, Erina Paul, Matthew E. Sprong, Emma C. Smith, Amir Garakani, Mark D. Griffiths

Research output: Contribution to journalArticlepeer-review

27 Scopus citations

Abstract

Females in empirically based peer-reviewed studies of Internet gaming disorder (IGD) are underrepresented, despite evidence that there are only minor gender disparities present in online gaming. Moreover, few studies have specifically evaluated adult gender effects, within a formal diagnosis of IGD, and behavioral motivation, as defined by the reinforcing behavioral function. A mediation analysis evaluated the relationship between gender, behavioral motivation, and the diagnostic features in online gaming among adults to understand the impact of motivation on videogame playing. This study interviewed 304 adults (aged >18 years) in which 178 identified as female. Participants completed the Video Game Functional Assessment-Revised (VGFA-R) and the 20-item Internet Gaming Disorder Test (IGDT-20) through an online survey. Results showed that number of hours played per week, and subfactors of the VGFA-R differed between gender, indicating that the function and the maintaining of videogame play are essential in evaluating videogame addiction. These findings support and extend the literature's limited findings concerning gender and online gaming.

Original languageEnglish
Pages (from-to)647-651
Number of pages5
JournalCyberpsychology, Behavior, and Social Networking
Volume23
Issue number9
DOIs
StatePublished - Sep 2020
Externally publishedYes

Keywords

  • Internet gaming disorder
  • diagnosis
  • gender
  • mediation analysis
  • motivation

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