Loss of control is a key feature for distinguishing between high engagement and addictive behavior in video gaming
摘要
Previous studies have suggested that engagement and addiction are distinct factors in video gaming. We aimed to identify features that can distinguish between engagement and addiction among the diagnostic criteria for internet gaming disorder in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5).
MethodsThe Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) was used as a measure of internet gaming disorder. The measure was further assessed by using independent scales, i.e., mean time spent on gaming as a scale of engagement, and self-evaluation of academic performance as a scale of addiction. The scores for each IGDS9-SF item were evaluated by two-way analysis of variance (ANOVA).
ResultsUsing two-way ANOVA, a significant difference in interaction effects between engagement and addiction (F(2, 578) = 4.739, p = .009) was observed only for the item concerning ‘loss of control’. Among the criteria for internet gaming disorder in the DSM-5, the ‘loss of control’ feature can distinguish addiction from engagement in video gaming.
ConclusionWe reconsidered the diagnostic criteria for gaming disorder to avoid overpathologizing common daily life activities.