The cross-cultural expression of internet gaming distress in North America, Europe, and China

We compare the forms online gaming-related distress takes cross-culturally, and examine how much such distress resembles the World Health Organization's (WHO) “Gaming disorder,” understood to be an “addiction.” Our preliminary exploratory factor analysis (EFA) in North America (n = 2025), Europ...

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Main Authors: Jeffrey G. Snodgrass, Wen Zhao, Michael G. Lacy, Shaozeng Zhang, Rachel Tate
Format: Article
Language:English
Published: Elsevier 2019-06-01
Series:Addictive Behaviors Reports
Online Access:http://www.sciencedirect.com/science/article/pii/S2352853218301469
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spelling doaj-8d4a27534bc74f44a58c17e21d8775792020-11-25T01:31:31ZengElsevierAddictive Behaviors Reports2352-85322019-06-019The cross-cultural expression of internet gaming distress in North America, Europe, and ChinaJeffrey G. Snodgrass0Wen Zhao1Michael G. Lacy2Shaozeng Zhang3Rachel Tate4Department of Anthropology, Colorado State University, USA; Corresponding author at: Department of Anthropology, Colorado State University, Fort Collins, CO 80523-1787, USA.Human Dimensions of Natural Resources, Colorado State University, USADepartment of Sociology, Colorado State University, USADepartment of Anthropology, Oregon State University, USADepartment of Anthropology, Colorado State University, USAWe compare the forms online gaming-related distress takes cross-culturally, and examine how much such distress resembles the World Health Organization's (WHO) “Gaming disorder,” understood to be an “addiction.” Our preliminary exploratory factor analysis (EFA) in North America (n = 2025), Europe (n = 1198), and China (n = 841) revealed a constant four-factor structure across the three regions, with classic “addiction” symptoms always clustering together on the first and most important factor, though with some variability in regional factors' exact item composition. In the present study, we use second-order confirmatory factor analysis (CFA) to further examine this factor structure and the cultural similarities and differences. Specifically, we focus on confirming the regional structure and composition of an ethnographically developed 21-item gaming distress scale, which contains a wider symptoms pool than typical gaming disorder scales, and thus allows us to better separate generalized gaming distress's “addictive” from other culturally-influenced “problem” experiences and behaviors in each regional case. We use propensity score matching to separate the impact on gaming-related distress of regional culture from demographic variables (North America/Europe: n = 1043 pairs; North America/China: n = 535 pairs). Although our results support current WHO formulations of gaming-related distress as an addictive disorder, we show how cultural forces can shape how “addictive” and “problem” gaming are experienced and thus psychiatrically presented in different parts of the world. In particular, generalized gaming distress's addictive and problematic dimensions seem to be shaped by culture-specific expressions of achievement motivations, social connection and disconnection, and unique psychosomatic experiences. Keywords: Internet gaming disorder, Online games, Behavioral addictions, Cross-cultural research, Psychiatric nosologyhttp://www.sciencedirect.com/science/article/pii/S2352853218301469
collection DOAJ
language English
format Article
sources DOAJ
author Jeffrey G. Snodgrass
Wen Zhao
Michael G. Lacy
Shaozeng Zhang
Rachel Tate
spellingShingle Jeffrey G. Snodgrass
Wen Zhao
Michael G. Lacy
Shaozeng Zhang
Rachel Tate
The cross-cultural expression of internet gaming distress in North America, Europe, and China
Addictive Behaviors Reports
author_facet Jeffrey G. Snodgrass
Wen Zhao
Michael G. Lacy
Shaozeng Zhang
Rachel Tate
author_sort Jeffrey G. Snodgrass
title The cross-cultural expression of internet gaming distress in North America, Europe, and China
title_short The cross-cultural expression of internet gaming distress in North America, Europe, and China
title_full The cross-cultural expression of internet gaming distress in North America, Europe, and China
title_fullStr The cross-cultural expression of internet gaming distress in North America, Europe, and China
title_full_unstemmed The cross-cultural expression of internet gaming distress in North America, Europe, and China
title_sort cross-cultural expression of internet gaming distress in north america, europe, and china
publisher Elsevier
series Addictive Behaviors Reports
issn 2352-8532
publishDate 2019-06-01
description We compare the forms online gaming-related distress takes cross-culturally, and examine how much such distress resembles the World Health Organization's (WHO) “Gaming disorder,” understood to be an “addiction.” Our preliminary exploratory factor analysis (EFA) in North America (n = 2025), Europe (n = 1198), and China (n = 841) revealed a constant four-factor structure across the three regions, with classic “addiction” symptoms always clustering together on the first and most important factor, though with some variability in regional factors' exact item composition. In the present study, we use second-order confirmatory factor analysis (CFA) to further examine this factor structure and the cultural similarities and differences. Specifically, we focus on confirming the regional structure and composition of an ethnographically developed 21-item gaming distress scale, which contains a wider symptoms pool than typical gaming disorder scales, and thus allows us to better separate generalized gaming distress's “addictive” from other culturally-influenced “problem” experiences and behaviors in each regional case. We use propensity score matching to separate the impact on gaming-related distress of regional culture from demographic variables (North America/Europe: n = 1043 pairs; North America/China: n = 535 pairs). Although our results support current WHO formulations of gaming-related distress as an addictive disorder, we show how cultural forces can shape how “addictive” and “problem” gaming are experienced and thus psychiatrically presented in different parts of the world. In particular, generalized gaming distress's addictive and problematic dimensions seem to be shaped by culture-specific expressions of achievement motivations, social connection and disconnection, and unique psychosomatic experiences. Keywords: Internet gaming disorder, Online games, Behavioral addictions, Cross-cultural research, Psychiatric nosology
url http://www.sciencedirect.com/science/article/pii/S2352853218301469
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