La dipendenza da Internet: Il fenomeno dell’IGD in un campione non clinico di videogiocatori di MOBA e MMORPG

Calogero Iacolino, Ester M.C. Lombardo, Brenda Cervellione, Giuseppe Mannino, Salvatore Micieli

Abstract


Internet Addiction Disorder: Internet Gaming Disorder in a Non Clinical Sample of MOBA and MMORPG Videoplayers

This study aims at investigating on two specific kinds of videogames: MOBA and MMORPG. The sample is made up of 1121 subjects, 80.4 % of whom are male, while the participants’ average age is 22.94 years (DS= 6.685).

Subjects involved were recruited online administering a batch of self-report tests composed of: IAT, TAS-20, PID-5-BF and BIS-11.

One of the purposes of the study was to find out if involved subjects had obtained high scores in the various administered scales. Score analyses pointed out that they do not exceed the respective cut-off scores for each scale. What is more, referring to the average score reported in the IAT total dimension, the sample was divided in three clusters, in order to find out in the sample three kinds of users: non problematic, problematic and “addicted” players.

The research has highlighted that the variable “videogame typology” exerts an influence on some personality traits, leading those who excessively use them to be more exposed to experience negative emotions (anxiety and depression), avoid socio-emotional involvement and get in touch with bizarre and culturally incongruent thoughts (accompanied by the respective behavioral displays).


Keyword


internet, videogames, dependence, psychological problems

Full Text

PDF Articolo

Riferimenti bibliografici


Adès, J., & Lejoyeux, M. (2001). Encore plus!: jeu, sexe, travail, argent. Odile Jacob.

American Psychiatric Association (2013). Diagnostic and statistical manual of mental disorders (5th ed.). Arlington, VA: American Psychiatric Publishing. Edizione italiana: Manuale diagnostico e statistico dei disturbi mentali. Milano: Raffaello Cortina, 2014.

Bagby, R. M., Parker, J. D., & Taylor, G. J. (1994). The twenty-item Toronto Alexi-thymia Scale—I. Item selection and cross-validation of the factor structure. Journal of psychosomatic research, 38(1), 23-32.

Bartle, R.A. (2004). Designing virtual worlds. New Riders.

Billieux, J., Thorens, G., Khazaal, Y., Zullino, D., Achab, S., & Van der Linden, M. (2015). Problematic involvement in online games: A cluster analytic approach. Computers in Human Behavior, 43, 242-250. Doi: 10.1016/j.chb.2014.10.055.

Billieux, J., Deleuze, J., Griffiths, M. D., & Kuss, D. J. (2015). Internet gaming addic-tion: The case of massively multiplayer online role-playing games. In Textbook of addiction treatment: International perspectives, 1515-1525. Milano: Springer. Doi: 10.1007/978-88-470-5322-9_105.

Billieux, J., Lagrange, G., Van der Linden, M., Lançon, C., Adida, M., & Jeanningros, R. (2012). Investigation of impulsivity in a sample of treatment-seeking pathological gamblers: A multidimensional perspective. Psychiatry Research, 198(2), 291-296. Doi: 10.1016/j.psychres.2012.01.001.

Billieux, J., Schimmenti, A., Khazaal, Y., Maurage, P., & Heeren, A. (2015). Are we overpathologizing everyday life? A tenable blueprint for behavioral addiction research. Journal of behavioral addictions, 4(3), 119-123. Doi: 0.1556/2006.4.2015.009.

Brand, M., Young, K. S., Laier, C., Wölfling, K., & Potenza, M. N. (2016). Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model. Neuroscience & Biobehavioral Reviews, 71, 252-266.

Brenner, V. (1997). Psychology of computer use: XLVII. Parameters of Internet use, abuse and addiction: the first 90 days of the Internet Usage Survey. Psychological reports, 80(3), 879-882.

Breuer, J., Vogelgesang, J., Quandt, T., & Festl, R. (2015). Violent video games and physical aggression: Evidence for a selection effect among adolescents. Psychology of Popular Media Culture, 4(4), 305. 10.1037/ppm0000035

Caplan, S., Williams, D., & Yee, N. (2009). Problematic Internet use and psychosocial well-being among MMO players. Computers in human behavior, 25(6), 1312-1319.

Caretti V. (2000), Psicodinamica della trance dissociativa da videoterminale. Cantelmi T., Del Miglio C., Talli M., D’Andrea A. (a cura di). La Mente in Internet. Psicopa-tologia delle condotte on-line. Padova: Piccin.

Caretti, V., & La Barbera, D. (2005). Alessitimia. Valutazione e trattamento. Roma: A-strolabio.

Caretti, V., & La Barbera, D. (2005). Le dipendenze patologiche: Clinica e psicopatologia. Raf-faello Cortina Editore.

Caretti, V., Craparo, G., Ragonese, N., & Schimmenti, A. (2005). Disregolazione affettiva, trauma e dissociazione in un gruppo non clinico di adolescenti. Una prospettiva evolutiva. Infanzia e adolescenza, 4(3), 170-178.

Caretti, V., Craparo, G., Schimmenti, A., & Ciulla, S. (2012). Trauma e comportamento violento. Dissociazione e rabbia come dimensioni eziopatogenetiche dell’impulsività di origine traumatica: un modello clinico-empirico della personalità di uno psicopatico. L Janiri et al.(a cura di) Il punto di non ritorno. Roma: Fioriti.

Charlton, J. P., & Danforth, I. D. (2007). Distinguishing addiction and high engage-ment in the context of online game playing. Computers in Human Behavior, 23(3), 1531-1548. Doi: 10.1016/j.chb.2005.07.002.

Chou, C., & Hsiao, M. C. (2000). Internet addiction, usage, gratification, and pleasure experience: the Taiwan college students’ case. Computers & Education, 35(1), 65-80. Doi: 10.1016/S0360-1315(00)00019-1.

Dauriat, F. Z., Zermatten, A., Billieux, J., Thorens, G., Bondolfi, G., Zullino, D., & Khazaal, Y. (2011). Motivations to play specifically predict excessive involve-ment in massively multiplayer online role-playing games: evidence from an online survey. European Addiction Research, 17(4), 185-189.

Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (2011). Pathological video game use among youths: a two-year longitudinal study. Pediatrics, peds-2010.

Caretti, V., & La Barbera, D. (2009). Le nuove dipendenze: diagnosi e clinica. Roma: Caroc-ci.

Caretti, V., & La Barbera, D. (2010). Addiction. Aspetti biologici e di ricerca. Milano: Raffaello Cortina.

Caretti, V., & Ciulla, S. (2012). Trauma, dissociazione, disregolazione, dipendenza. Psichiatria e Psicoterapia, 2, 101-119.

Castronova, E. (2008). Synthetic worlds: The business and culture of online games. University of Chicago press.

Chiu, S. I., Lee, J. Z., & Huang, D. H. (2004). Video game addiction in children and teenagers in Taiwan. CyberPsychology & behavior, 7(5), 571-581.

Clark, N., & Scott, P. S. (2009). Game addiction: The experience and the effects. McFarland.

Collins, E., Freeman, J., & Chamarro-Premuzic, T. (2012). Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use. Personality and Individual Differences, 52(2), pp. 133-138.

Delfabbro, P., King, D., Lambos, C., & Puglies, S. (2009). Is video-game playing a risk factor for pathological gambling in Australian adolescents?. Journal of Gambling Studies, 25(3), 391-405.

Duggan, M. (2015). Mobile messaging and social media. Pew Research Center, 19, 2015.

Faulkner, G., Irving, H., Adlaf, E.M., Turner, N. (2015). Subtypes of adolescent video gamers: a latent class analysis. International Journal of Mental Health and Addiction. 2015;13:1–18.

Ferguson, C. J., Coulson, M., & Barnett, J. (2011). A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic and social problems. Journal of psychiatric research, 45(12), 1573-1578.

Fossati, A., Krueger, R. F., Markon, K. E., Borroni, S., & Maffei, C. (2013). Reliability and validity of the Personality Inventory for DSM-5 (PID-5) predicting DSM-IV personality disorders and psychopathy in community-dwelling Italian adults. Assessment, 20(6), 689-708.

Gainsbury, S. M., Hing, N., Delfabbro, P., Dewar, G., & King, D. L. (2015). An ex-ploratory study of interrelationships between social casino gaming, gambling, and problem gambling. International Journal of Mental Health and Addiction, 13(1), 136-153.

Gainsbury, S. M., Delfabbro, P., King, D. L., & Hing, N. (2016). An exploratory study of gambling operators’ use of social media and the latent messages conveyed. Journal of Gambling Studies, 32(1), 125-141.

Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American psychologist, 69(1), 66.

Griffiths, M. D. (1999). Internet addiction: Internet fuels other addictions. Student British Medical Journal, 7(1), 428-429.

Haagsma, M. C., Pieterse, M. E., & Peters, O. (2012). The prevalence of problematic video gamers in the Netherlands. Cyberpsychology, Behavior, and Social Networking, 15(3), 162-168.

Iacolino, C., Lombardo, E.M.C., Micieli, S., Cervellione, B., Mannino, G. (2018). La dipendenza da Internet. Il caso dei videogiocatori MOBA e MORPG. Atti del XV Congresso Nazionale della Sezione di Psicologia Sociale AIP, Bari.

Jeong, E. J., & Kim, D. H. (2011). Social activities, self-efficacy, game attitudes, and game addiction. Cyberpsychology, Behavior, and Social Networking, 14(4), 213-221.

Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European psychiatry, 23(3), 212-218.

King, D. & Delfabbro, P. (2018). Internet Gaming Disorder: Theory, Assessment, Prevention, and Treatment. Academic Press.

King, D. L., Gainsbury, S. M., Delfabbro, P. H., Hing, N., & Abarbanel, B. (2015). Distinguishing between gaming and gambling activities in addiction re-search. Journal of Behavioral Addictions, 4(4), 215-220.

King, D. L., Haagsma, M. C., Delfabbro, P. H., Gradisar, M., & Griffiths, M. D. (2013). Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools. Clinical psychology review, 33(3), 331-342. Doi: 10.1016/j.cpr.2013.01.002.

King, D., Delfabbro, P., & Griffiths, M. (2010). Video game structural characteristics: A new psychological taxonomy. International journal of mental health and addiction, 8(1), 90-106.

Ko, C. H., Liu, G. C., Hsiao, S., Yen, J. Y., Yang, M. J., Lin, W. C., ... & Chen, C. S. (2009). Brain activities associated with gaming urge of online gaming addic-tion. Journal of psychiatric research, 43(7), 739-747.

Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278-296.

Kuss, D. J., Louws, J., & Wiers, R. W. (2012). Online gaming addiction? Motives pre-dict addictive play behavior in massively multiplayer online role-playing games. Cyberpsychology, Behavior, and Social Networking, 15(9), 480-485.

Lee, S. Y., Lee, H. K., & Choo, H. (2017). Typology of I nternet gaming disorder and its clinical implications. Psychiatry and clinical neurosciences, 71(7), 479-491.

Lenhart, A., Kahne, J., Middaugh, E., Macgill, A. R., Evans, C., & Vitak, J. (2008). Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement. Pew Internet & American life project.

Lingiardi, V., & Gazzillo, F. (2014). La personalità ei suoi disturbi: valutazione clinica e dia-gnosi al servizio del trattamento. Milano: Raffaello Cortina.

Lo, S. K., Wang, C. C., & Fang, W. (2005). Physical interpersonal relationships and social anxiety among online game players. Cyberpsychology & behavior, 8(1), 15-20.

M. Gainsbury, S., Hing, N., Delfabbro, P. H., & King, D. L. (2014). A taxonomy of gambling and casino games via social media and online technologies. International Gambling Studies, 14(2), 196-213.

Mannino, G., Montefiori, V., Faraci, E., Pillitteri, R., Iacolino, C., Pellerone, M., & Giunta, S. (2017). Subjective perception of time: Research applied on dynamic psychology. World Futures, 73(4-5), 285-302.

Mehroof, M., & Griffiths, M. D. (2010). Online gaming addiction: the role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychology, behavior, and social networking, 13(3), 313-316. Doi: 10.1089/cyber.2009.0229

Mihara, S., & Higuchi, S. (2017). Cross‐sectional and longitudinal epidemiological studies of I nternet gaming disorder: A systematic review of the literature. Psy-chiatry and clinical neurosciences, 71(7), 425-444.

Müller, K. W., Glaesmer, H., Brähler, E., Woelfling, K., & Beutel, M. E. (2014). Prevalence of Internet addiction in the general population: results from a Ger-man population-based survey. Behaviour & Information Technology, 33(7), 757-766. Doi: 10.1080/0144929X.2013.810778.

Müller, K. W., Janikian, M., Dreier, M., Wölfling, K., Beutel, M. E., Tzavara, C., ... & Tsitsika, A. (2015). Regular gaming behavior and Internet gaming disorder in European adolescents: results from a cross-national representative survey of prevalence, predictors, and psychopathological correlates. European Child & Adolescent Psychiatry, 24(5), 565-574.

Nagygyörgy, K., Urbán, R., Farkas, J., Griffiths, M. D., Zilahy, D., Kökönyei, G., ... & Harmath, E. (2013). Typology and sociodemographic characteristics of massively multiplayer online game players. International journal of human-computer interaction, 29(3), 192-200. Doi: 10.1080/10447318.2012.702636.

Naskar, S., Victor, R., Nath, K., & Sengupta, C. (2016). “One level more:” A narrative review on Internet gaming disorder. Industrial psychiatry journal, 25(2), 145.

Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the Internet and online gaming. Cyberpsychology & behavior, 8(2), 110-113. Doi: 10.1089/cpb.2005.8.110

Nuyens, F., Deleuze, J., Maurage, P., Griffiths, M. D., Kuss, D. J., & Billieux, J. (2016). Impulsivity in multiplayer online battle arena gamers: Preliminary results on experimental and self-report measures. Journal of behavioral addictions, 5(2), 351-356. Doi: 10.1556/2006.5.2016.028.

Park, S. K., Kim, J. Y., & Cho, C. B. (2008). Prevalence of Internet addiction and correlations with family factors among South Korean adolescents. Adolescence, 43(172).

Peever, N., Johnson, D., & Gardner, J. (2012, July). Personality & video game genre preferences. In Proceedings of the 8th australasian conference on interactive entertainment: Playing the system (p. 20). ACM. SBN: 978-1-4503-1410-7.

Rehbein, F., Kliem, S., Baier, D., Mößle, T., & Petry, N. M. (2015). Prevalence of In-ternet gaming disorder in German adolescents: Diagnostic contribution of the nine DSM‐5 criteria in a state‐wide representative sample. Addiction, 110(5), 842-851.

Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and emotion, 30(4), 344-360.

Salen, K., Tekinbaş, K. S., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT press.

Sánchez, X. C., Caparrós, A. T., Beranuy, M., Oberst, Ú. E., & Jordana, C. G. (2009). Cuando jugar se convierte en un problema: el juego patológico y la adicción a los juegos del rol online. Aloma: revista de psicologia, ciències de l'educació i de l'esport Blanquerna, (25), 201-220.

Santovecchi, P., & Furnò, G. (2014). Internet Addiction Disorder e giochi di ruolo online. Profiling. I profili dell’abuso, 5(3).

Steiner, J. (1993). I rifugi della mente: organizzazioni patologiche della personalità nei pazienti psicotici, nevrotici e borderline. Torino: Bollati Boringhieri.

Steinkuehler, C. A., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places”. Journal of computer-mediated communica-tion, 11(4), 885-909.

Van Rooij, A. J., Kuss, D. J., Griffiths, M. D., Shorter, G. W., Schoenmakers, T. M., & Van De Mheen, D. (2014). The (co-) occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents. Journal of behavioral addictions, 3(3), 157-165. Doi: 10.1556/JBA.3.2014.013

Wan, C. S., & Chiou, W. B. (2006). Psychological motives and online games addiction: Atest of flow theory and humanistic needs theory for taiwanese adolescents. CyberPsychology & Behavior, 9(3), 317-324.

Williams, R. J., Volberg, R. A., & Stevens, R. M. (2012). The population prevalence of prob-lem gambling: Methodological influences, standardized rates, jurisdictional differences, and worldwide trends. Ontario Problem Gambling Research Centre.

Williams, D., Yee, N., & Caplan, S. E. (2008). Who plays, how much, and why? De-bunking the stereotypical gamer profile. Journal of computer-mediated communication, 13(4), 993-1018. Doi: 10.1111/j.1083-6101.2008.00428.x

Yee, N. (2002). Understanding MMORPG addiction. Retrieved February, 15, 2008.

Yee, N. (2006). Motivations for play in online games. CyberPsychology & behavior, 9(6), 772-775.

Yee, N. (2006). Motivations for play in online games. CyberPsychology & behavior, 9(6), 772-775.

Young, K. S., (2000) Presi nella rete. Bologna: Calderoni ed Agricole.

Young, K. S. (1998). Internet addiction: The emergence of a new clinical disorder. Cyberpsychology & behavior, 1(3), 237-244. Doi: 10.1089/cpb.1998.1.237.

Young, K. S. (1999). Internet addiction: symptoms, evaluation and treatment. Innovations in clinical practice: A source book, 17, 19-31.

Zhou, Z., Zhu, H., Li, C., & Wang, J. (2014). Internet addictive individuals share impulsivity and executive dysfunction with alcohol-dependent patients. Frontiers in behavioral neuroscience, 8, 288.


Refback

  • Non ci sono refbacks, per ora.


Creative Commons License
This work is licensed under a Creative Commons Attribution 3.0 License.

Utilizziamo i cookie per essere sicuri che tu possa avere la migliore esperienza sul nostro sito. Se continui ad utilizzare questo sito noi assumiamo che tu sia d'accordo con i cookie da noi utilizzati. Per maggiori informazioni clicca qui: Privacy policy e cookie

......................................................................................................................................................................................

Editore: Giuseppe Licari dal 2013 - piazza Lodi 4, 26100 Cremona

Rivista scientifica ISSN: 2281-8960 - registrata presso il Tribunale di Cremona: registro stampa n° 323/2013.