Massively multiplayer online role-playing games: comparing characteristics of addict <it>vs </it>non-addict online recruited gamers in a French adult population

<p>Abstract</p> <p>Background</p> <p>Massively Multiplayer Online Role-Playing Games (MMORPGs) are a very popular and enjoyable leisure activity, and there is a lack of international validated instruments to assess excessive gaming. With the growing number of gamers wor...

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Main Authors: Monnin Julie, Mauny Frédéric, Nicolier Magali, Achab Sophia, Trojak Benoit, Vandel Pierre, Sechter Daniel, Gorwood Philip, Haffen Emmanuel
Format: Article
Language:English
Published: BMC 2011-08-01
Series:BMC Psychiatry
Online Access:http://www.biomedcentral.com/1471-244X/11/144
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spelling doaj-658e40d4c0c840c1a56b9482e4e106242020-11-24T20:56:53ZengBMCBMC Psychiatry1471-244X2011-08-0111114410.1186/1471-244X-11-144Massively multiplayer online role-playing games: comparing characteristics of addict <it>vs </it>non-addict online recruited gamers in a French adult populationMonnin JulieMauny FrédéricNicolier MagaliAchab SophiaTrojak BenoitVandel PierreSechter DanielGorwood PhilipHaffen Emmanuel<p>Abstract</p> <p>Background</p> <p>Massively Multiplayer Online Role-Playing Games (MMORPGs) are a very popular and enjoyable leisure activity, and there is a lack of international validated instruments to assess excessive gaming. With the growing number of gamers worldwide, adverse effects (isolation, hospitalizations, excessive use, etc.) are observed in a minority of gamers, which is a concern for society and for the scientific community. In the present study, we focused on screening gamers at potential risk of MMORPG addiction.</p> <p>Methods</p> <p>In this exploratory study, we focused on characteristics, online habits and problematic overuse in adult MMORPG gamers. In addition to socio-demographical data and gamer behavioral patterns, 3 different instruments for screening addiction were used in French MMORPG gamers recruited online over 10 consecutive months: the substance dependence criteria for the Diagnostic and Statistical Manual of Mental Disorder, fourth revised edition (DSM-IV-TR) that has been adapted for MMORPG (DAS), the qualitative Goldberg Internet Addiction Disorder scale (GIAD) and the quantitative Orman Internet Stress Scale (ISS). For all scales, a score above a specific threshold defined positivity.</p> <p>Results</p> <p>The 448 participating adult gamers were mainly young adult university graduates living alone in urban areas. Participants showed high rates of both Internet addiction (44.2% for GIAD, 32.6% for ISS) and DAS positivity (27.5%). Compared to the DAS negative group, DAS positive gamers reported significantly higher rates of tolerance phenomenon (increased amount of time in online gaming to obtain the desired effect) and declared significantly more social, financial (OR: 4.85), marital (OR: 4.61), family (OR: 4.69) and/or professional difficulties (OR: 4.42) since they started online gaming. Furthermore, these gamers self-reported significantly higher rates (3 times more) of irritability, daytime sleepiness, sleep deprivation due to play, low mood and emotional changes since online gaming onset.</p> <p>Conclusions</p> <p>The DAS appeared to be a good first-line instrument to screen MMORPG addiction in online gamers. This study found high MMORPG addiction rates, and self-reported adverse symptoms in important aspects of life, including mood and sleep. This confirms the need to set up relevant prevention programs against online game overuse.</p> http://www.biomedcentral.com/1471-244X/11/144
collection DOAJ
language English
format Article
sources DOAJ
author Monnin Julie
Mauny Frédéric
Nicolier Magali
Achab Sophia
Trojak Benoit
Vandel Pierre
Sechter Daniel
Gorwood Philip
Haffen Emmanuel
spellingShingle Monnin Julie
Mauny Frédéric
Nicolier Magali
Achab Sophia
Trojak Benoit
Vandel Pierre
Sechter Daniel
Gorwood Philip
Haffen Emmanuel
Massively multiplayer online role-playing games: comparing characteristics of addict <it>vs </it>non-addict online recruited gamers in a French adult population
BMC Psychiatry
author_facet Monnin Julie
Mauny Frédéric
Nicolier Magali
Achab Sophia
Trojak Benoit
Vandel Pierre
Sechter Daniel
Gorwood Philip
Haffen Emmanuel
author_sort Monnin Julie
title Massively multiplayer online role-playing games: comparing characteristics of addict <it>vs </it>non-addict online recruited gamers in a French adult population
title_short Massively multiplayer online role-playing games: comparing characteristics of addict <it>vs </it>non-addict online recruited gamers in a French adult population
title_full Massively multiplayer online role-playing games: comparing characteristics of addict <it>vs </it>non-addict online recruited gamers in a French adult population
title_fullStr Massively multiplayer online role-playing games: comparing characteristics of addict <it>vs </it>non-addict online recruited gamers in a French adult population
title_full_unstemmed Massively multiplayer online role-playing games: comparing characteristics of addict <it>vs </it>non-addict online recruited gamers in a French adult population
title_sort massively multiplayer online role-playing games: comparing characteristics of addict <it>vs </it>non-addict online recruited gamers in a french adult population
publisher BMC
series BMC Psychiatry
issn 1471-244X
publishDate 2011-08-01
description <p>Abstract</p> <p>Background</p> <p>Massively Multiplayer Online Role-Playing Games (MMORPGs) are a very popular and enjoyable leisure activity, and there is a lack of international validated instruments to assess excessive gaming. With the growing number of gamers worldwide, adverse effects (isolation, hospitalizations, excessive use, etc.) are observed in a minority of gamers, which is a concern for society and for the scientific community. In the present study, we focused on screening gamers at potential risk of MMORPG addiction.</p> <p>Methods</p> <p>In this exploratory study, we focused on characteristics, online habits and problematic overuse in adult MMORPG gamers. In addition to socio-demographical data and gamer behavioral patterns, 3 different instruments for screening addiction were used in French MMORPG gamers recruited online over 10 consecutive months: the substance dependence criteria for the Diagnostic and Statistical Manual of Mental Disorder, fourth revised edition (DSM-IV-TR) that has been adapted for MMORPG (DAS), the qualitative Goldberg Internet Addiction Disorder scale (GIAD) and the quantitative Orman Internet Stress Scale (ISS). For all scales, a score above a specific threshold defined positivity.</p> <p>Results</p> <p>The 448 participating adult gamers were mainly young adult university graduates living alone in urban areas. Participants showed high rates of both Internet addiction (44.2% for GIAD, 32.6% for ISS) and DAS positivity (27.5%). Compared to the DAS negative group, DAS positive gamers reported significantly higher rates of tolerance phenomenon (increased amount of time in online gaming to obtain the desired effect) and declared significantly more social, financial (OR: 4.85), marital (OR: 4.61), family (OR: 4.69) and/or professional difficulties (OR: 4.42) since they started online gaming. Furthermore, these gamers self-reported significantly higher rates (3 times more) of irritability, daytime sleepiness, sleep deprivation due to play, low mood and emotional changes since online gaming onset.</p> <p>Conclusions</p> <p>The DAS appeared to be a good first-line instrument to screen MMORPG addiction in online gamers. This study found high MMORPG addiction rates, and self-reported adverse symptoms in important aspects of life, including mood and sleep. This confirms the need to set up relevant prevention programs against online game overuse.</p>
url http://www.biomedcentral.com/1471-244X/11/144
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