TY - JOUR
T1 - Prevalence and Risk Factors for Internet Gaming Disorder (IGD) in a sample of 5,979 Italian Online Gamers
AU - Ferraro, Laura
AU - Avanzato, Chiara
AU - Maniaci, Giuseppe
AU - Sartorio, Crocettarachele
AU - Daino, Marco
AU - Seminerio, Fabio
AU - Tripoli, Giada
AU - Quattrone, Diego
AU - Baido, Rosa Lo
AU - Barbera, Daniele La
AU - La Cascia, Caterina
N1 - Publisher Copyright:
© 2020. All Rights Reserved.
Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
PY - 2020
Y1 - 2020
N2 - Background: The prevalence of Internet Gaming Disorder (IGD) in the Italian population of gamers is unknown. Several risk factors, including time spent playing (TSP), are proposed as an epiphenomenon of emotional dysregulation. Methods: The study estimated the prevalence of IGD in at-risk Italian online gamers, and the interplay between alexithymia and other risk factors. 5,979 responders were surveyed. IGDS-SF9 estimated pathological gaming. TAS-20 measured Difficult in Identifying (DIF) and Describing Feelings (DDF), and Externally Oriented Thinking (EOT). Results: 43% of participants had pathological IGD scores. Male gender (OR=1.2, 95% C.I.=1, 1.5, p=0.019), TSP (OR=7.6, 95% C.I.=5.5, 10.6, p<0.001), DIF (OR=1.5, 95% C.I.=1.1, 2.1, p=0.003), boredom/loneliness feelings (OR=1.8, 95% C.I.=1.5, 2, p<0.001), recent negative events (OR=1.1, 95% C.I. = 1, 1.3, p=0.026), and a behavioral addiction (OR=2.1, 95% C.I.=1.2, 3.9, p=0.009) independently increased its risk. Conclusions: Almost one on two players joining online communities presented IGD. Some risk factors were crucial, including TSP, independently from emotional dysregulation.
AB - Background: The prevalence of Internet Gaming Disorder (IGD) in the Italian population of gamers is unknown. Several risk factors, including time spent playing (TSP), are proposed as an epiphenomenon of emotional dysregulation. Methods: The study estimated the prevalence of IGD in at-risk Italian online gamers, and the interplay between alexithymia and other risk factors. 5,979 responders were surveyed. IGDS-SF9 estimated pathological gaming. TAS-20 measured Difficult in Identifying (DIF) and Describing Feelings (DDF), and Externally Oriented Thinking (EOT). Results: 43% of participants had pathological IGD scores. Male gender (OR=1.2, 95% C.I.=1, 1.5, p=0.019), TSP (OR=7.6, 95% C.I.=5.5, 10.6, p<0.001), DIF (OR=1.5, 95% C.I.=1.1, 2.1, p=0.003), boredom/loneliness feelings (OR=1.8, 95% C.I.=1.5, 2, p<0.001), recent negative events (OR=1.1, 95% C.I. = 1, 1.3, p=0.026), and a behavioral addiction (OR=2.1, 95% C.I.=1.2, 3.9, p=0.009) independently increased its risk. Conclusions: Almost one on two players joining online communities presented IGD. Some risk factors were crucial, including TSP, independently from emotional dysregulation.
KW - Adolescence
KW - Alexithymia
KW - Internet Gaming Disorder (IGD)
KW - Playing-time
KW - Risk-factors
KW - Videogames
UR - http://www.scopus.com/inward/record.url?scp=85098765525&partnerID=8YFLogxK
U2 - 10.6092/2282-1619/mjcp-2674
DO - 10.6092/2282-1619/mjcp-2674
M3 - Article
AN - SCOPUS:85098765525
SN - 2282-1619
VL - 8
SP - 1
EP - 22
JO - Mediterranean Journal of Clinical Psychology
JF - Mediterranean Journal of Clinical Psychology
IS - 3
ER -