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2156 – Massively Multiplayer Online Role-playing Games: Comparison Of Problematic vs Non-problematics Gamers

Published online by Cambridge University Press:  15 April 2020

M. Nicolier
Affiliation:
Clinical Psychiatry CIC-IT 808 Inserm, University Hospital, Besançon, France
S. Achab
Affiliation:
Clinical Psychiatry, Addictology Unit, Geneva University Hospital, Geneva, Switzerland EA 481, Neurosciences
J. Monnin
Affiliation:
Clinical Psychiatry CIC-IT 808 Inserm, University Hospital, Besançon, France
G. Tio
Affiliation:
Clinical Psychiatry CIC-IT 808 Inserm, University Hospital, Besançon, France
C. Cappe
Affiliation:
Clinical Psychiatry
F. Mauny
Affiliation:
UMR CNRS 6249 Chrono Environnement, University of Franche-Comté, Besançon
P. Vandel
Affiliation:
Clinical Psychiatry EA 481, Neurosciences
D. Sechter
Affiliation:
Clinical Psychiatry EA 481, Neurosciences
P. Gorwood
Affiliation:
Clinical Psychiatry, Sainte Anne Hospital Inserm U894, University of Paris Descartes, Paris, France
E. Haffen
Affiliation:
Clinical Psychiatry CIC-IT 808 Inserm, University Hospital, Besançon, France EA 481, Neurosciences

Abstract

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Objectives

Although the participant number in online role-playing games (MMORPGs) increase significantly, international validated instruments to assess excessive gaming are lacking.

Methods

Apart from sociodemographical data and behavioral gamer patterns, 3 different addiction scales were therefore tested in 453 French adult MMORPG gamers recruited during 10 consecutive months to determine characteristics, online habits and problematic overuse. The DSM-IV-TR substance scale (adapted for MMORPG and named DAS), the qualitative Goldberg Internet Addiction Disorder scale (GIAD) and the quantitative Orman Internet Stress Scale (ISS) were analyzed.

Results

The 453 participating adult gamers were typically young adult graduates living alone in urban areas. For all scales, cyberdependence were high (respectively 27.5%, 44.3% and 32.5%). The DAS appeared as a pertinent discriminating instrument as DAS dependent gamers had a 3 times increased tolerance phenomenon, declared significantly more social, financial (OR:4.85), couple (OR:4.61), family (OR:4.69) or work difficulties (OR:4.42) than non-dependent gamers. Furthermore, they were 3 times more irritable, having more daytime sleepiness and more sleep deprivation to play.

Conclusions

The results highlight that the DAS did not overestimate proportion of online video gamers addicted and was associated with several behavioral disorders such as low mood, emotional changes, disturbance of sleep. This study confirms the necessity of setting up a relevant prevention program against MMORPG overuse (Achab et al., 2011, BMC Psychiatry, PMID: 21871089).

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Abstract
Copyright
Copyright © European Psychiatric Association 2012
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