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The Study Of Relationship Between Game Genres And Inpatients’Personality Traits And Psychiatric Symptoms With Internet Gamins Addiction

Posted on:2015-02-25Degree:MasterType:Thesis
Country:ChinaCandidate:C Y RenFull Text:PDF
GTID:2255330431957832Subject:Applied Psychology
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With the development of information technology, the problem of InternetGaming Addiction (IGA) has arisen in many countries and been getting moreserious. IGA has become the first question jeopardizing physical and mentalhealth of adolescents seriously. China is not only the hardest-hit areaand the pioneer in IGA research, but also the country whose “Diagnosticcriteria for internet addiction” was adopted by the fifth edition ofDiagnostic and Statistical Manual of Mental Disorders (DSM-5).Before thefirst appear of the words “Internet Gaming Disorder”(also is called asIGA) in DSM-5, there had been a few academic studies of IGA, but there stillwere no well-researched subtypes for internet gaming disorder to date.Andit was also unclear if behaviors and consequence associated with IGA varyby game type. Therefore, this study tried to answer these questions relyedon the advantage of a large number of Internet Gaming Addicts (IGAs) inChina Young Mental Development Base, General Hospital of Beijing MilitaryRegion.Objective: To explore the relationship between personality traits andpsychiatric symptoms and game genres, and answer the questions inDSM-5whether there are subtypes in IGA and behaviors and consequenceassociated with IGA vary by game type. So that can provide guidance forclinical classification and diagnose of IGA, and support for clinician’s specific treatment.Method: This study is a retrospective medical records study based on therecords in China Young Mental Development Base, General Hospital of BeijingMilitary Region. And the study was conducted from two aspects: therelationship between personality traits and game genres, and therelationship between psychiatric symptoms and game genres.Results:(1) The IGAs mainly were male, under18years old and middle or high-schooleducation level.(2) Role-playing games, western fantasy and real time games accounted forthe largest population of IGAs in population distribution of gamegenres.(3) In personality traits aspect, there were significantly differences inthe factors of dominance(p<0.05), liveliness(p<0.01) self-reliance(p<0.05), introversion-extroversion(p<0.01)and mental health(p<0.05)among the five groups of Role-Playing Game, Real-Time strategy Game,Shooting Game, Action Game and Multiplayer Online Battle Arena Games.(4) In psychiatric symptoms aspect, there were no significant differencesin Global Severity Index (GSI), Positive Symptom Distress Index (PSDI),average score of positive items (ASPI) and all ten factors’ score ofSCL-90among addicts of different game genres according to theclassification of game content and game picture type.Further LSD posthoc test and one sample T test showed that although there weredifferences in some individual factors, but each score of low scoregroups was higher than that of national norm in those factors, even5/7of low score groups were significantly higher.(5) From aspects of the classification of VS mode, we found that there was no significant difference between addicts groups of Turn-based gamesand Real-time game in the factors of GSI, PSDI, ASPIand nine factors’score of SCL-90except paranoia factor, and scores of paranoia factorof both two groups were significantly higher than that of national norm.Conclusion:(1) Male, under18years old and middle or high-school education level werethe risk factors of IGA.(2) Role-playing games, western fantasy and real time games accounted forthe largest population of IGAs(3) There were significant differences in personality traitsamongaddictsof different internet game genres.(4) There wasno significant difference in psychiatric symptoms amongaddicts of different internet game genres.(5) There might be no subtypes of IGA.
Keywords/Search Tags:Internet Gaming Addiction/Game, Genre/Personality, Trait/Psychiatric Symptom
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