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Psychiatry Investig > Epub ahead of print
[Epub ahead of print]
DOI: https://doi.org/10.30773/pi.2018.08.16    Published online October 11, 2018.
How Game Addiction Rates and Related Psychosocial Risk Factors Change Within 2-Years: A Follow-Up Study
Erkan Baysak1, Fatma Duygu Kaya Yertutanol2, Ilker Dalgar3, Selçuk Candansayar4
1Department of Psychiatry, Haydarpasa Numune Training and Research Hospital, Istanbul, Turkey
2Department of Psychology, Uskudar University, Istanbul, Turkey
3Department of Psychology, Middle East Technical University, Ankara, Turkey
4Department of Psychiatry, Gazi University Faculty of Medicine, Ankara, Turkey
Correspondence: Erkan Baysak ,Tel: +90 (216) 542 32 32, Fax: +90 (216) 336 05 65, Email: erkanbaysak@gmail.com
Received: June 7, 2018   Revised: August 4, 2018   Accepted: August 16, 2018   Published online: October 11, 2018
Abstract

Objective
Prospective data of risky online gamers in Turkey is missing. Therefore, we aimed to investigate the change in gaming behaviors and addiction rates of Travian players within two years to search diagnostic stability of internet gaming disorder and some psychosocial risk factors.
Methods
110 responders completed the whole questionnaire package including 21-item Game Addiction Scale (GAS), Satisfaction with Life Scale (SLS), Rosenberg Self-Esteem Scale (RSES), and Multi-dimensional Scale of Perceived Social Support (MSPSS). A hierarchical linear modeling approach was followed to test the linear change in game addiction scores of the participants from 2013 to 2015.
Results
GAS scores of gamers significantly decreased within two years (p=0.026). MSPSS scores significantly and negatively associated with GAS scores (p<0.001) and the negative association of time remained significant (p=0.035). Decrement in the MSPSS scores in two years was associated with increment in GAS scores. 9 (90%) of 10 participants with internet gaming disorder according to monothetic format and 26 (52%) of 50 participants with internet gaming disorder according to polythetic format were found to not to meet the diagnosis in the follow-up. 33 out of all participants reported that they were not playing any online games for at least last 6 months.
Conclusion
Social support seems to be a protective factor for game addiction and diagnosis of internet gaming disorder has low temporal stability among Travian players in Turkey.
Key words   Online game addiction, Internet gaming disorder, Social support, Self-esteem, Life satisfaction, Diagnostic stability
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