TY - JOUR
T1 - Table_1_Maladaptive Personality Functioning and Psychopathological Symptoms in Problematic Video Game Players: A Person-Centered Approach.docx
AU - Musetti, Alessandro
AU - Mancini, Tiziana
AU - Corsano, Paola
AU - Santoro, Gianluca
AU - Cavallini, Maria Clara
AU - Schimmenti, Adriano
PY - 2019
Y1 - 2019
N2 - Background A need exists to increase our understanding of the association between maladaptive personality traits, psychopathological symptoms, game preference, and different types of video game use. In the present study, we used a person-centered approach to identify different subtypes of video game players and we explored how they differ in personality profiles, clinical symptoms, and video game usage. Methods We assessed problematic gaming via the nine-item Internet Gaming Disorder Scale and self-reported screen time playing video games in a sample of 366 adolescents and young adult gamers. Participants also completed measures on maladaptive personality domains (Personality Inventory for DSM-5 Brief Form), alexithymia (Toronto Alexithymia Scale2p less than 0.items), and psychopathological symptoms (DSM-5 Self-Rated Level 1 Cross-Cutting Symptom Measure) and reported which genre of video games they preferred. Results Using a person-centered, cluster-analytic approach, we identified four clusters of video game players (Occasional, Passionate, Preoccupied, and Disordered) presenting peculiar combinations of problematic gaming scores and time spent online playing video games. Non-problematic gamers (Occasional and Passionate) represented the majority of the sample (62.3% of the participants). Highly involved gamers who exhibited excessive screen time playing video games (Disordered gamers) presented the highest level of maladaptive personality traits and psychopathological symptoms, and were characterized by the greatest use of Multiplayer Online Battle Arena (MOBA) games. Conclusion These results have clinical implications on suggesting the importance to determining whether or not problematic gaming activities reflect a dysfunctional emotion-focused coping strategy to avoid inner unpleasant emotional or a more generally compromised emotional and social functioning. Copyright: CC BY 4.0
AB - Background A need exists to increase our understanding of the association between maladaptive personality traits, psychopathological symptoms, game preference, and different types of video game use. In the present study, we used a person-centered approach to identify different subtypes of video game players and we explored how they differ in personality profiles, clinical symptoms, and video game usage. Methods We assessed problematic gaming via the nine-item Internet Gaming Disorder Scale and self-reported screen time playing video games in a sample of 366 adolescents and young adult gamers. Participants also completed measures on maladaptive personality domains (Personality Inventory for DSM-5 Brief Form), alexithymia (Toronto Alexithymia Scale2p less than 0.items), and psychopathological symptoms (DSM-5 Self-Rated Level 1 Cross-Cutting Symptom Measure) and reported which genre of video games they preferred. Results Using a person-centered, cluster-analytic approach, we identified four clusters of video game players (Occasional, Passionate, Preoccupied, and Disordered) presenting peculiar combinations of problematic gaming scores and time spent online playing video games. Non-problematic gamers (Occasional and Passionate) represented the majority of the sample (62.3% of the participants). Highly involved gamers who exhibited excessive screen time playing video games (Disordered gamers) presented the highest level of maladaptive personality traits and psychopathological symptoms, and were characterized by the greatest use of Multiplayer Online Battle Arena (MOBA) games. Conclusion These results have clinical implications on suggesting the importance to determining whether or not problematic gaming activities reflect a dysfunctional emotion-focused coping strategy to avoid inner unpleasant emotional or a more generally compromised emotional and social functioning. Copyright: CC BY 4.0
KW - Applied psychology
KW - Clinical psychology
KW - Developmental and Educational Psychology
KW - Gender Psychology
KW - Health, Clinical and Counselling Psychology
KW - Industrial and Organisational Psychology
KW - Neuroscience and Physiological Psychology
KW - Organizational Behavioral Psychology
KW - Personality, Social and Criminal Psychology
KW - Psychology
KW - Psychology and cognitive sciences
KW - Psychopathology
KW - alexithymia
KW - cluster analysis
KW - maladaptive personality traits
KW - problematic gaming
KW - Applied psychology
KW - Clinical psychology
KW - Developmental and Educational Psychology
KW - Gender Psychology
KW - Health, Clinical and Counselling Psychology
KW - Industrial and Organisational Psychology
KW - Neuroscience and Physiological Psychology
KW - Organizational Behavioral Psychology
KW - Personality, Social and Criminal Psychology
KW - Psychology
KW - Psychology and cognitive sciences
KW - Psychopathology
KW - alexithymia
KW - cluster analysis
KW - maladaptive personality traits
KW - problematic gaming
UR - http://hdl.handle.net/10807/179889
U2 - 10.3389/fpsyg.2019.02559.s001
DO - 10.3389/fpsyg.2019.02559.s001
M3 - Article
SN - 1664-1078
SP - 1
EP - 14
JO - Frontiers in Psychology
JF - Frontiers in Psychology
ER -