Factor Analysis of Impulsivity in Gaming Disorder and Internet Gaming Disorder

Richard Tunney, Jodie Raybould

Research output: Contribution to journalArticlepeer-review

Abstract

Background: Research suggests that a two-factor model of impulsivity predicts Substance Use Disorder and Gambling Disorder. We aimed to determine whether a similar factor structure was present for Gaming Disorder (GD) and Internet Gaming Disorder (IGD).
Methods: Secondary data analysis was conducted on survey responses from 372 participants who had completed a series of questions on facets of impulsivity and their involvement in gaming. Participants were sampled from gaming forums and an online recruitment website. Exploratory factor analysis was conducted on the measures of trait impulsivity, and the identified factors were then analyzed against measures of Gaming Disorder and Internet Gaming Disorder. A confirmatory factor analysis was then run to confirm the model.
Results: The exploratory results suggested a five-factor model of impulsivity, with gaming being related to all five factors. Interestingly, only two of those factors (Urgency (Positive Urgency, Negative Urgency, Delay Discounting) and (Impaired) Inhibitory Control (False Button Presses on Go/No-Go Tasks)) predicted symptom counts above the clinical cut-off for IGD. In addition, Urgency was related to symptom counts above 7/9 criteria for IGD, as well as symptom counts above the suggested clinical cut-off for GD. The confirmatory factor analysis suggested that this two-factor model of impulsivity had ‘good fit.’
Conclusions: This two-factor model of impulsivity is similar to those found in established addiction disorders, in that one factor appears to predict more problematic involvement than the other. However, the results indicate that Urgency predicts higher symptom counts than (Impaired) Inhibitory Control. This contrasts with previous findings on substance use and gambling, where (Impaired) Inhibitory Control was the factor predicting problematic use. However, there was evidence to suggest that gaming is similar to alcohol consumption, where socially acceptable, “healthy,” use is related to impulsivity at some level, but Urgency is key in the transition from recreational to disordered behavior.
Original languageEnglish
Article number652
Number of pages9
JournalBMC Psychiatry
Volume24
Issue number1
Early online date3 Oct 2024
DOIs
Publication statusPublished - Dec 2024

Bibliographical note

Copyright © 2024 The Author(s). This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (https://creativecommons.org/licenses/by-nc-nd/4.0/).

Data Access Statement

The datasets generated and/or analysed during the current study are available in the Open Science Framework repository, https://osf.io/er3wg/. The data and materials used for this analysis were part of a pre-registered study at osf.io/mz4wh. The analysis for this study was also pre-registered at https://osf.io/kg6pj.

Keywords

  • Addiction
  • DSM-5
  • Factor analysis
  • Gaming
  • Gaming disorder
  • ICD-11
  • Impulsivity
  • Internet gaming disorder

Fingerprint

Dive into the research topics of 'Factor Analysis of Impulsivity in Gaming Disorder and Internet Gaming Disorder'. Together they form a unique fingerprint.

Cite this