Problematic game play: the diagnostic value of playing motives, passion, and playing time in men.
Internet gaming disorder is currently listed in the DSM-not in order to diagnose such a disorder but to encourage research to investigate this phenomenon. Even whether it is still questionable if Internet Gaming Disorder exists and can be judged as a form of addiction, problematic game play is already very well researched to cause problems in daily life. Approaches trying to predict problematic tendencies in digital game play have mainly focused on playing time as a diagnostic criterion. However, motives to engage in digital game play and obsessive passion for game play have also been found to predict problematic game play but have not yet been investigated together. The present study aims at (1) analyzing if obsessive passion can be distinguished from problematic game play as separate concepts, and (2) testing motives of game play, passion, and playing time for their predictive values for problematic tendencies. We found (N = 99 males, Age: M = 22.80, SD = 3.81) that obsessive passion can be conceptually separated from problematic game play. In addition, the results suggest that compared to solely playing time immersion as playing motive and obsessive passion have added predictive value for problematic game play. The implications focus on broadening the criteria in order to diagnose problematic playing.
Erasmus School of History, Culture and Communication (ESHCC), Erasmus University Rotterdam, PO Box 1738, Rotterdam, 3000 DR, The Netherlands. kneer@eshcc.eur.nl.
Julia
J
Kneer
Department of Media and Communication, University of Mannheim, Mannheim 68159, Germany. diana.rieger@uni-mannheim.de.
Diana
D
Rieger