Abstract
AbstractBackground:Research suggests that a two-factor model impulsivity predicts substance addictions and use and Gambling Disorder. We aimed to determine whether a similar factor structure was present for Gaming Disorder (GD) and Internet Gaming Disorder (IGD).Methods:Secondary data analysis was conducted on survey responses from 372 participants who had completed a series of questions on facets of impulsivity and level of involvement in gaming. Participants were sampled from gaming forums and an online recruitment website. Factor analysis was conducted on the measures of trait impulsivity, and the identified factors were then analyzed against measures of Gaming Disorder and Internet Gaming Disorder.Results:The results suggested a five-factor model of impulsivity, with gaming being related to all five factors. Interestingly, a two-factor model ofUrgency(Positive Urgency, Negative Urgency, Delay Discounting) andInhibitory Control(False Button Presses on Go/No-Go Tasks) predicted symptom counts above the clinical cut-off for IGD. In addition,Urgencywas related to symptom counts above 7/9 criteria for IGD, as well as symptom counts above the suggested clinical cut-off for GD.Conclusions:This two-factor model of impulsivity is similar to those found in established addiction disorders, in that one factor appears to predict more problematic involvement than the other. However, the results indicate thatUrgencypredicts higher symptom counts thanInhibitory Control.This contrasts with previous findings on substance use and gambling, whereInhibitory Controlwas the factor predicting problematic use. However, there was evidence to suggest that gaming is similar to alcohol consumption, where socially acceptable, “healthy,” use is related to impulsivity at some level, butUrgencyis key in the transition from recreational to disordered behavior.
Publisher
Research Square Platform LLC
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