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      Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study

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          Abstract

          Background

          Chinese gamers use computer and mobile phone games widely. Consequently, concerns regarding the development of internet gaming disorder (IGD) in adolescents have been raised. However, only a few studies have focused on the influence of gaming devices on IGD.

          Objective

          This study aims to compare sociodemographic information, gaming use characteristics, personality traits, and gaming motivations between computer game users (CGUs) and mobile phone game users (MGUs), as well as identifying IGD predictors.

          Methods

          This was a cross-sectional study. A total of 3593 internet game players took part in an online survey, which included sociodemographic information, gaming patterns, gaming motivations, the Chinese version of the Video Game Dependency Scale, and the Chinese Big Five Personality Inventory brief version. The population was divided into 2 groups for comparison by mobile phone or computer use, and the IGD population was also compared within the 2 groups.

          Results

          There were significant differences between the 2 gaming device groups in the time ( t 2994=7.75, P<.001) and money ( t 2994=5.11, P<.001) spent on gaming and in internet game addiction scores ( t 2994=3.68, P<.001). Individuals using different gaming devices had different game motivations and personality traits and preferred different genres of games. Results showed that IGD predictors were different for the 2 groups, for example, strategy (odds ratio [OR] 4.452, 95% CI 1.938-10.227; P<.001) and action shooter (OR 3.725, 95% CI 1.465-9.474; P=.01) games increased the risk for MGUs.

          Conclusions

          Gaming devices should be considered during early identification, such as long daily gaming time, much money spent on gaming, neuroticism, and conscientiousness. In addition, more research should be conducted on new gaming devices and IGD treatment.

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          Most cited references47

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          An Introduction to the Five-Factor Model and Its Applications

          The five-factor model of personality is a hierarchical organization of personality traits in terms of five basic dimensions: Extraversion, Agreeableness, Conscientiousness, Neuroticism, and Openness to Experience. Research using both natural language adjectives and theoretically based personality questionnaires supports the comprehensiveness of the model and its applicability across observers and cultures. This article summarizes the history of the model and its supporting evidence; discusses conceptions of the nature of the factors; and outlines an agenda for theorizing about the origins and operation of the factors. We argue that the model should prove useful both for individual assessment and for the elucidation of a number of topics of interest to personality psychologists.
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            Global prevalence of gaming disorder: A systematic review and meta-analysis

            Gaming disorder was included in the latest revision of the International Classification of Diseases (11th ed.). Worldwide, prevalence estimates of gaming disorder are considerably heterogeneous and often appear to be exceedingly high. However, few studies have examined the methodological, cultural and/or demographic factors that might explain this phenomenon. This review employed meta-analytic techniques to compute the worldwide-pooled prevalence of gaming disorder and evaluate the potential contributing factors for varied prevalence estimates. Prevalence estimates were extracted from 53 studies conducted between 2009 and 2019, which included 226,247 participants across 17 different countries. Study findings were meta-analyzed using a random-effects model. Subgroup and moderator analyses examined potential sources of heterogeneity, including assessment tool and cut-off, participant age and gender, sample size and type, study region, and year of data collection. The worldwide prevalence of gaming disorder was 3.05% (confidence interval: [2.38, 3.91]); this figure was adjusted to 1.96% [0.19, 17.12] when considering only studies that met more stringent sampling criteria (e.g. stratified random sampling). However, these estimates were associated with significant variability. The choice of screening tool accounted for 77% of the variance, with the Lemmens Internet gaming disorder-9, Gaming Addiction Identification Test and Problematic Videogame Playing scales associated with the highest estimates. Adolescent samples, lower cut-off scores and smaller sample size were significant predictors of higher prevalence. Gaming disorder rates were approximately 2.5:1 in favor of males compared to females. The worldwide prevalence of gaming disorder appears to be comparable to obsessive-compulsive disorder and some substance-related addictions, but lower than compulsive buying and higher than problem gambling. Gaming disorder prevalence rates appear to be inflated by methodological characteristics, particularly measurement and sampling issues.
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              Motivations for play in online games.

              An empirical model of player motivations in online games provides the foundation to understand and assess how players differ from one another and how motivations of play relate to age, gender, usage patterns, and in-game behaviors. In the current study, a factor analytic approach was used to create an empirical model of player motivations. The analysis revealed 10 motivation subcomponents that grouped into three overarching components (achievement, social, and immersion). Relationships between motivations and demographic variables (age, gender, and usage patterns) are also presented.
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                Author and article information

                Contributors
                Journal
                JMIR Serious Games
                JMIR Serious Games
                JSG
                JMIR Serious Games
                JMIR Publications (Toronto, Canada )
                2291-9279
                2023
                16 January 2023
                : 11
                : e40130
                Affiliations
                [1 ] Department of Psychiatry National Clinical Research Center for Mental Disorders The Second Xiangya Hospital of Central South University Changsha China
                [2 ] Department of Psychiatry The Fourth People’s Hospital of Wuhu Wuhu China
                [3 ] Education Center for Mental Health Central South University Changsha China
                [4 ] Department of Applied Psychology School of Humanities and Management Hunan University of Chinese Medicine Changsha China
                Author notes
                Corresponding Author: Hongxian Shen shenhx2018@ 123456csu.edu.cn
                Author information
                https://orcid.org/0000-0002-8165-6591
                https://orcid.org/0000-0001-6445-4958
                https://orcid.org/0000-0001-6852-1396
                https://orcid.org/0000-0002-4956-1066
                https://orcid.org/0000-0001-6899-9736
                https://orcid.org/0000-0002-1447-2661
                https://orcid.org/0000-0001-7865-9153
                https://orcid.org/0000-0001-9408-1734
                https://orcid.org/0000-0003-3949-2682
                https://orcid.org/0000-0002-1714-5084
                Article
                v11i1e40130
                10.2196/40130
                9947841
                36645700
                b35b5d38-1cbd-4ae3-8a7b-23d7e145fcc8
                ©Yifan Li, Ying Tang, Shucai Huang, Linxiang Tan, Qiuping Huang, Xinxin Chen, Shuhong Lin, Jingyue Hao, Zhenjiang Liao, Hongxian Shen. Originally published in JMIR Serious Games (https://games.jmir.org), 16.01.2023.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License ( https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.

                History
                : 7 June 2022
                : 1 September 2022
                : 21 September 2022
                : 28 November 2022
                Categories
                Original Paper
                Original Paper

                internet gaming disorder,gaming device,gaming motivation,personality traits,gaming use characteristics

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