The Role of Cognitive Emotion Regulation Strategies in Problem Gaming Among Adolescents: A Nationally Representative Survey Study (original) (raw)
Related papers
Emotional Regulation in Young Adults with Internet Gaming Disorder
International journal of environmental research and public health, 2017
People diagnosed with Internet gaming disorder (IGD) have been frequently reported to experience depression, anxiety, and hostility. Emotional regulation contributes to these mood symptoms. This study evaluated emotional regulation in subjects with IGD and examined relationships between emotional regulation, depression, anxiety, and hostility in young adults with IGD. We recruited 87 people with IGD and a control group of 87 people without a history of IGD. All participants underwent a diagnostic interview based on the IGD criteria of the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition, and they completed a questionnaire on emotional regulation, depression, anxiety, and hostility. We found that subjects with IGD were less likely to practice cognitive reappraisal and were more likely to suppress their emotions. Linear regression revealed the higher cognitive reappraisal and lower expressive suppression associated with depression, anxiety, and hostility among subj...
Factors Associated with Emotion Regulation among Adolescent Online Game Users in Indonesia
2020
Increasing the number of online game users in adolescence can disrupt the aspects of education, health, and social. The purpose of the study was to determine the factors that influence the emotion regulation of adolescent online game users to preventInternet Gaming Disorder. A cross-sectional study was applied in this study. We recruited 200 adolescents using multistage sampling, including 130 males and female-only 70 persons. Data were analyzed using chi-square with a significant level of p <0.05. The results of the study showed that age has a significant effect on emotion regulation of adolescent online game users with p-value 0.041 (p <0.05). The gender of online game users has a significant impact on emotion regulation with a p-value of 0.035 (p <0.05). The duration of used online games has a significant effect on emotion regulation with a p-value of 0.013 (p <0.005). The length of online game users has a significant impact on emotion regulation with a pvalue of 0.04...
Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers
Journal of Behavioral Addictions, 2019
Background A positive relationship between problematic gaming and escapism motivation to play video games has been well established, suggesting that problematic gaming may result from attempts to deal with negative emotions. However, to date, no study has examined how emotion dysregulation affects both escapism motives and problematic gaming patterns. Methods Difficulties in emotion regulation, escapism, and problematic involvement with video games were assessed in a sample of 390 World of Warcraft players. A structural equation modeling framework was used to test the hypothesis that escapism mediates the relationship between emotion dysregulation and problematic gaming. Results Statistical analyses showed that difficulties in emotion regulation predicted both escapism motives and problematic gaming, and that escapism partially mediated this relationship. Conclusion Our findings support the view that problematic players are likely to escape in online games as a maladaptive coping st...
JMIR Mental Health
Background Research has shown that some individuals can develop problematic patterns of online gaming, leading to significant psychological and interpersonal problems. Psychiatric distress and impulsivity have been suggested to contribute to problematic online gaming (POG). Objective This study aimed to investigate the potential mediating or moderating mechanisms of impulsivity and gender-related differences in possible associations between psychiatric distress and POG. Methods A total of 596 matched female and male participants, ranging in age from 14 to 38 years (mean 21.4, SD 4.5), were chosen from a large cross-sectional, nationwide Hungarian online gaming sample. Participants completed online questionnaires about self-reported impulsivity, psychiatric distress, and POG. Results Psychiatric distress directly predicted POG, and impulsivity partially mediated the relationship between psychiatric distress and POG. However, this mediation effect was found only for the impatience fac...
A cognitive-behavioral model of problematic online gaming in adolescents aged 12–22years
Computers in Human Behavior, 2013
The aim of this study was to apply the cognitive behavioral model of problematic Internet use to the context of online game use to obtain a better understanding of problematic use of online games and its negative consequences. In total, 597 online game playing adolescents aged 12-22 years participated in this study. Results showed that the cognitive behavioral model of problematic Internet use can also be used in the context of online game use. More specifically, preference for online social interaction, mood regulation and deficient self-regulation appeared to play an important role in predicting negative outcomes from problematic online game use. Together, these cognitions and behaviors explained 79% of the variance of negative outcomes scores. These findings can be used to develop strategies that aim at reducing problematic online game behavior and its negative consequences.
International Journal of Mental Health and Addiction
Personality differences are important determinants of problematic online behaviors. The purpose of the present study was to investigate the mediating role of loneliness, depression, and online gaming motives and moderating role of age on the relationship between trait emotional intelligence (EI) and Internet gaming disorder (IGD) via the construction of a multiple mediation model. A total of 478 online gamers completed a self-report online survey, including validated psychometric scales assessing the aforementioned constructs. Results indicated that trait EI was directly and indirectly associated with IGD and that the motive of escape was a partial mediator between trait EI and IGD among the total sample and adult gamers, but not among adolescents. Moreover, trait EI was associated with coping, skill development, fantasy, and recreation gaming motives only among total sample and adult gamers, and the escape motive was positively associated with IGD among total sample and adult gamer...
The Role of Emotion Regulation in Video Gaming and Gambling Disorder
The Canadian Journal of Addiction, 2019
Behavioral addictions are now recognized as a psychiatric condition. With this recognition came increased research interest, specifically within the video gaming and gambling fields, into the etiology and symptomology of these behavioral addictions. Emotion regulation (ER) has significant implications for mental health, with research highlighting the link between ER and the development of psychopathology. However, the relationship between ER and behavioral addictions remains relatively unknown. Objectives: This review investigated the recent literature on this relationship. Methods: Out of an initial sample of 2471 studies, 20 were eligible for inclusion. Data regarding outcome measures, sampling methods, results, and effect sizes of relationships were extracted and critically evaluated. Results: Results indicated 90% of studies found lower ER to be associated with reports of greater video gaming or gambling disorder symptomology, with 13 studies (65%) reporting medium to large effect sizes. Conclusion: The findings provide an in-depth analysis of the relationship between ER and behavioral addictions and highlights the key role ER plays in these addictive behaviors. This review provides novel insights into the potential prevention and intervention practices for behavioral addictions as well as recommendations for future directions.
Relationship Between Internet Gaming Disorder and Emotional Intelligence Among Male Adolescents
Life and Science
Objective: To assess the relationship between internet gaming disorder and emotional intelligence among male adolescents.Study Design: A cross-sectional and correlational study.Place and Duration of Study: The Study was carried out at the Department of Clinical Psychology of Shifa Tameer-e-Millat University, Islamabad, Pakistan from January 2021 to October, 2021.Materials and Methods: A targeted population was 500 Male with age of 12 to 18 years were gathered from government and private schools and colleges of Islamabad and Rawalpindi. Three questionnaires and demographic proformas were used to obtain data about background information, internet gaming disorder and emotional intelligence. SPSS software 23 version was used to analyse data.Results: A negative relationship between internet gaming disorder and emotional intelligence among adolescents ((r=-.149**, p<0.01). We found internet gaming addiction had a negative effect on emotional intelligence. The results showed that exces...
Gaming Skills Questionnaire, 2024
Given the widespread popularity of videogames, research attempted to assess their effects on cognitive and affective abilities, especially in children and adolescents. Despite numerous correlational studies, robust evidence on the causal relationship between videogames and cognition remains scarce, hindered by the absence of a comprehensive assessment tool for gaming skills across various genres. In a sample of 347 adolescents, this study aimed to develop and validate the Gaming Skill Questionnaire (GSQ) and assess the impact of gaming skills in six different genres (sport, first-person shooters, role-playing games, action-adventure, strategy, and puzzle games) on cognitive and affective abilities of adolescents. The GSQ exhibited strong reliability and validity, highlighting its potential as a valuable tool. Gaming skills positively affected executive function, memory, overall cognition, cognitive flexibility, and emotion recognition, except for empathy. Various game genres had different effects on cognitive and affective abilities, with verbal fluency influenced mainly by sports, executive functions by action, strategy, and puzzle, and emotion recognition positively impacted by action and puzzle but negatively by sports and strategy games. Both age and gaming skills influenced cognitive flexibility, with gaming having a greater effect. These intriguing genre-specific effects on cognitive and affective functioning postulate further research with GSQ's contribution.