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The Effects of Gaming Motivations on Internet Gaming Disorder: Five-year Observation

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This study examined the associations between gaming motivations and Internet gaming disorder. Data from the Game Users Panel Surveys were used for data analysis. The data of 778 students who participated in the surveys for five years were used for data analysis. The numbers of male and female students were 381 (49.0%) and 397 (51.0%), respectively. The dependent variable, Internet gaming disorder, was measured using the modified Young’s Internet Addiction Test and analyzed as a latent variable. Independent variables, gaming motivations, were measured using the modified Yee’s Gaming Motivation Scale. Control variables included anxiety, self-esteem, sex, and education level. As a primary analysis, the MIMIC model was employed. All data analysis was conducted with STATA 14.2. The major results are as follows. First, rewards and escapism motivations were associated with Internet gaming disorder in the analysis with five years of data. Second, there were several motivations associated with Internet gaming disorder, but the results were not consistent for five years. Finally, escapism was not the most potent motivational predictor for Internet gaming disorder. Implications for revision of the DSM-5 and future research were discussed.

Abstract

This study examined the associations between gaming motivations and Internet gaming disorder. Data from the Game Users Panel Surveys were used for data analysis. The data of 778 students who participated in the surveys for five years were used for data analysis. The numbers of male and female students were 381 (49.0%) and 397 (51.0%), respectively. The dependent variable, Internet gaming disorder, was measured using the modified Young’s Internet Addiction Test and analyzed as a latent variable. Independent variables, gaming motivations, were measured using the modified Yee’s Gaming Motivation Scale. Control variables included anxiety, self-esteem, sex, and education level. As a primary analysis, the MIMIC model was employed. All data analysis was conducted with STATA 14.2. The major results are as follows. First, rewards and escapism motivations were associated with Internet gaming disorder in the analysis with five years of data. Second, there were several motivations associated with Internet gaming disorder, but the results were not consistent for five years. Finally, escapism was not the most potent motivational predictor for Internet gaming disorder. Implications for revision of the DSM-5 and future research were discussed.

참고문헌 (27)

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