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Gamers’ insights into the phenomenology of normal gaming andgame addiction: A mixed methods study

机译:玩家对正常游戏和游戏现象的见解游戏成瘾:混合方法研究

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摘要

In response to calls for further research into the phenomenology of Internet gaming disorder (IGD), we used a community-engaged consensus development approach to evaluate how members of the “gamer culture” describe problematic gaming and the relationship of these descriptions to the proposed IGD criteria. Two focus groups of gamers were recruited at a video game convention. Participants were asked to submit suggestions for signs of game “addiction”. Participants discussed and ranked the criteria in order of conceptual importance. The rankings were analyzed quantitatively, and then a multidisciplinary team compared the ranked criteria to the DSM-5 IGD proposed criteria. The strongest agreement between participants’ rankings and IGD symptomatology was found for harms/functional impairment due to gaming, continued use despite problems, unsuccessful attempts to control gaming, and loss of interest in previous hobbies and entertainment. There was less support for other IGD criteria. Participants also offered new content domains. These findings suggest that collaborative knowledge-building approaches may help researchers and policymakers understand the characteristics and processes specific toproblematic video game play and improve content validity of IGD criteria. Futureefforts may benefit from multi-stakeholder approaches to refine IGD criteria andinform theory, measurement and intervention.
机译:为响应对互联网游戏障碍(IGD)现象学的进一步研究的要求,我们使用了一种社区参与的共识开发方法来评估“游戏文化”的成员如何描述有问题的游戏以及这些描述与拟议的IGD的关系。标准。在视频游戏大会上招募了两个游戏玩家焦点小组。要求参与者提交有关游戏“成瘾”迹象的建议。与会者按照概念重要性的顺序讨论并对标准进行了排名。对排名进行了定量分析,然后一个多学科团队将排名标准与DSM-5 IGD提议的标准进行了比较。参与者排名与IGD症状之间的最强协议是游戏引起的伤害/功能损害,尽管出现问题仍继续使用,控制游戏的尝试失败以及对以前的爱好和娱乐失去兴趣。对其他IGD标准的支持较少。参与者还提供了新的内容领域。这些发现表明,协作性知识构建方法可以帮助研究人员和政策制定者了解针对特定人群的特征和过程。有问题的视频游戏,并提高了IGD标准的内容有效性。未来多方利益相关者改进IGD标准和提供理论,测量和干预信息。

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