TY - JOUR
T1 - Exploring Differences among Video Gamers with and Without Depression
T2 - Contrasting Emotion Regulation and Mindfulness
AU - Marchica, Loredana A.
AU - Mills, Devin J.
AU - Keough, Matthew T.
AU - Derevensky, Jeffrey L.
N1 - Funding Information:
L.A.M. is supported by a doctoral scholarship from the Fonds de Recherche Société et Culture Québec—Concerted Actions program in partnership with Mise sur toi. This research was funded by the Manitoba Gambling Research Program of Manitoba Liquor and Lotteries (grant number SM-17-14).
Publisher Copyright:
© Copyright 2020, Mary Ann Liebert, Inc.
PY - 2020/2
Y1 - 2020/2
N2 - Video games are a leisure activity with mass appeal for individuals of all ages. However, for some individuals, playing video games may become problematic and addictive, resulting in negative consequences affecting their physical, social, and psychological well-being. Internet gaming disorder (IGD) has estimated prevalence rates of around 3 percent and has been strongly associated with several psychopathologies, including depression. Given that emotion regulation (ER) and mindfulness are fluid constructs that can be enhanced, the potential for intervention and prevention is considerable. Thus, this study sought to, as a first step in determining clinical relevance, explore the differences in ER, mindfulness, and impulsivity among emerging adult gamers who met criteria for IGD, depression, or both IGD and depression (Dep + IGD). A sample of 1,536 gamers (45 percent male, Mage = 20.45 years old) completed an online survey, including an assessment for IGD, depression, difficulties with ER, impulsivity, and mindfulness. Relative to individuals below IGD and depression cutoffs (control), the clinical groups (IGD, depression, and Dep + IGD) reported greater ER difficulties, higher impulsivity, and lower mindfulness. Finally, relative to the IGD + depression group, the other two clinical groups had fewer difficulties with cognitive impulsivity, whereas the depression group reported more difficulties with strategy use. These results suggest that gamers should be considered a heterogeneous group and that comorbid disorders are important considerations when developing targeted treatments for individuals with IGD.
AB - Video games are a leisure activity with mass appeal for individuals of all ages. However, for some individuals, playing video games may become problematic and addictive, resulting in negative consequences affecting their physical, social, and psychological well-being. Internet gaming disorder (IGD) has estimated prevalence rates of around 3 percent and has been strongly associated with several psychopathologies, including depression. Given that emotion regulation (ER) and mindfulness are fluid constructs that can be enhanced, the potential for intervention and prevention is considerable. Thus, this study sought to, as a first step in determining clinical relevance, explore the differences in ER, mindfulness, and impulsivity among emerging adult gamers who met criteria for IGD, depression, or both IGD and depression (Dep + IGD). A sample of 1,536 gamers (45 percent male, Mage = 20.45 years old) completed an online survey, including an assessment for IGD, depression, difficulties with ER, impulsivity, and mindfulness. Relative to individuals below IGD and depression cutoffs (control), the clinical groups (IGD, depression, and Dep + IGD) reported greater ER difficulties, higher impulsivity, and lower mindfulness. Finally, relative to the IGD + depression group, the other two clinical groups had fewer difficulties with cognitive impulsivity, whereas the depression group reported more difficulties with strategy use. These results suggest that gamers should be considered a heterogeneous group and that comorbid disorders are important considerations when developing targeted treatments for individuals with IGD.
KW - depression
KW - emerging adults
KW - emotion regulation
KW - internet gaming disorder
KW - mindfulness
UR - http://www.scopus.com/inward/record.url?scp=85079095337&partnerID=8YFLogxK
U2 - 10.1089/cyber.2019.0451
DO - 10.1089/cyber.2019.0451
M3 - Article
C2 - 31923362
AN - SCOPUS:85079095337
SN - 2152-2715
VL - 23
SP - 119
EP - 125
JO - Cyberpsychology, Behavior, and Social Networking
JF - Cyberpsychology, Behavior, and Social Networking
IS - 2
ER -