Abstract
Abstract
Objectives
Problematic gaming has become a phenomenon of growing clinical relevance due to its negative impact on life and mental health outcomes. Much research has been carried out on its complex aetiology, and some studies have suggested that dispositional mindfulness, mind wandering, attentional control, and maladaptive personality traits may play some role, but they have never been included in the same prediction model. This study used Gaussian graphical models and Bayesian networks to investigate the pattern of association of these constructs and of background and gaming-related variables with problematic gaming in a sample of adult gamers.
Method
Participants (n = 506) were administered an online survey comprising a questionnaire on background and gaming-related variables and the Gaming Disorder Test, the Five Facet Mindfulness Questionnaire-15, the Mind Wandering-Spontaneous and Deliberate scales, the Attention Control-Distraction and Shifting scales, and the Personality Inventory for DSM-5-Brief Form.
Results
Gaussian graphical models showed that problematic gaming was directly associated with Acting with Awareness, Disinhibition, Psychoticism, playing more than 30 hr a week, ability level, and playing strategy games. Bayesian networks indicated that the occurrence of high levels of problematic gaming directly depended on the presence of low scores on Acting with Awareness.
Conclusions
The results suggest that one key feature of problematic gamers can be a high level of spontaneous thinking, either in the form of mind wandering or in the lack of Acting with Awareness, while maladaptive personality traits and attentional control seem to play a less central role.
Funder
Università degli Studi di Genova
Publisher
Springer Science and Business Media LLC
Subject
Applied Psychology,Developmental and Educational Psychology,Experimental and Cognitive Psychology,Health (social science),Social Psychology
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