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When addiction symptoms and life problems diverge: A latent class analysis of problematic gaming in a representative multinational sample of European adolescents

机译:当成瘾症状和生活问题发生分歧时:在具有代表性的欧洲青少年跨国样本中对有问题的游戏进行潜在类别分析

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摘要

The proposed diagnosis of Internet gaming disorder (IGD) in DSM-5 has been criticized for “borrowing” criteria related to substance addiction, as this might result in misclassifying highly involved gamers as having a disorder. In this paper, we took a person-centered statistical approach to group adolescent gamers by levels of addiction-related symptoms and gaming-related problems, compared these groups to traditional scale scores for IGD, and checked how groups were related to psychosocial well-being using a preregistered analysis plan. We performed latent class analysis and regression with items from IGD and psychosocial well-being scales in a representative sample of 7,865 adolescent European gamers. Symptoms and problems matched in only two groups: an IGD class (2.2%) having a high level of symptoms and problems and a Normative class (63.5%) having low levels of symptoms and problems. We also identified two classes comprising 30.9% of our sample that would be misclassified based on their report of gaming-related problems: an Engaged class (7.3%) that seemed to correspond to the engaged gamers described in previous literature, and a Concerned class (23.6%) reporting few symptoms but moderate to high levels of problems. Our findings suggest that a reformulation of IGD is needed. Treating Engaged gamers as having IGD when their poor well-being might not be gaming-related may delay appropriate treatment, while Concerned gamers may need help to reduce gaming but would not be identified as such. Additional work to describe the phenomenology of these two groups would help refine diagnosis, prevention and treatment for IGD.
机译:DSM-5中提议的诊断互联网游戏障碍(IGD)的行为被批评为与物质成瘾有关的“借用”标准,因为这可能导致将高度参与的游戏玩家误分类为患有疾病。在本文中,我们采用了以人为中心的统计方法,根据成瘾相关症状和与游戏相关的问题对青少年游戏玩家进行分组,将这些分组与IGD的传统量表得分进行比较,并检查了分组与心理社会幸福感的关系使用预先注册的分析计划。我们对来自7865名欧洲青少年游戏玩家的代表性样本中的IGD和心理社会幸福感量表的项目进行了潜在类别分析和回归。症状和问题仅在两组中匹配:IGD类别(2.2%)的症状和问题水平高,而Normative类别(63.5%)的症状和问题水平低。我们还确定了两个类别,占我们样本中30.9%的类别,这些类别会根据他们与游戏相关的问题的报告而被错误分类:互动类(7.3%)似乎与之前文献中描述的敬业玩家相对应,而关注类( 23.6%)报告的症状很少,但中度至高水平的问题。我们的发现表明,需要重新制定IGD。当不良游戏者可能与游戏不相关时,将参与游戏的玩家视为具有IGD可能会延迟适当的治疗,而相关游戏玩家可能需要帮助以减少游戏,但无法被确定。描述这两组现象的其他工作将有助于完善IGD的诊断,预防和治疗。

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