Abstract
Background: In this study we aimed to test whether suggested DSM-5 criteria for Internet Gaming Disorder (IGD) share a similar latent structure to formally recognised addiction. Methods: We used latent class analysis on a dichotomous measure of IGD. The data was collected from a convenient general population sample (500) and a targeted gaming forum sample (236). Results: We found a four or six-class model to be most appropriate, ranging from ‘ casual/non-gamer’ to ‘ potentially disordered’ with increasing symptom severity. The majority of ‘ potentially disordered’ gamers (5+ criteria) were found to be 18-30 years old, and no ‘ potentially disordered’ gamers were over 42. Conclusions: The results suggest that gaming may share a similar latent structure to established addictions, with adolescents and young adults being more at risk. Studies replicating these results would be beneficial, with further emphasis on a critical evaluation of the criteria and symptom cut-off point.
Original language | English |
---|---|
Article number | 806 |
Number of pages | 16 |
Journal | F1000Research |
Volume | 11 |
Early online date | 20 Jul 2023 |
DOIs | |
Publication status | E-pub ahead of print - 20 Jul 2023 |
Bibliographical note
Copyright © 2022 Raybould J et al. This is an open access article distributed under the terms of the Creative Commons Attribution License [https://creativecommons.org/licenses/by/4.0/], which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.Funding Information:
Funding for this study comes from Aston University as part of a PhD Studentship for JR. Aston University were not involved in the collection, analysis, or interpretation of data, or in writing of the manuscript for this study.
Keywords
- Gaming
- Internet Gaming Disorder
- Pathological Gaming
- Latent Class Analysis
- Addiction
- Behavioral Addiction