Gaming disorder and stigma‐related judgements of gaming individuals: An online randomized controlled trial.

  • Published In: Addiction, 2023, v. 118, n. 9. P. 1687 1 of 3

  • Database: Academic Search Ultimate 2 of 3

  • Authored By: Galanis, Christina R.; Weber, Nathan; Delfabbro, Paul H.; Billieux, Joel; King, Daniel L. 3 of 3

Abstract

Background and aims: The inclusion of gaming disorder (GD) in the International Classification of Diseases 11th Revision (ICD‐11) has generated scholarly debate, including claims about its potential stigmatizing effects on the wider gaming population. The present study aimed to estimate the effect of addiction‐based and non‐addiction–based conceptualizations of problem gaming on stigma of gamers. Design: This preregistered experiment involved a 2 (health information: addiction‐related or non‐addiction‐related) × 3 (vignette: problem, regular or casual gamer) randomized, between‐subjects design. Setting: An international sample of participants was recruited via Prolific in June and July 2021. Participants: Participants were eligible (n = 1228) if they were aged 35 to 50 years, played video games for no more than 6 hours per week and did not endorse DSM‐5 or ICD‐11 criteria for GD. Intervention and comparator: Participants were provided with an explanation of problem gaming as related to either an addictive disorder (i.e. 'addiction' explanation) or personal choice and lifestyle factors (i.e. 'non‐addiction' explanation). Measurements The Attribution Questionnaire (AQ) and Universal Stigma Scale (USS) assessed stigma toward each gamer vignette. Vignettes described a problem gamer (with features of GD); a regular gamer (frequent gaming; some life interference); and a casual gamer (infrequent gaming; no life interference). Findings Problem gamer vignettes (mean [M] = 113.3; 95% CI = 111.5–115.4) received higher AQ stigma ratings than regular (M = 94.0; 95% CI = 91.9–95.9) and casual gamers (M = 80.1; 95% CI = 78.2–82.1). Although significant, the effect of health information type on AQ stigma ratings was negligible (addiction group [M = 97.6; 95% CI = 95.9–99.1], non‐addiction group [M = 94.1; 95% CI = 92.6–95.8]). However, the addiction information group scored lower on USS blame and responsibility than the non‐addiction information group with at least a small effect (99.1% confidence). Conclusions: Framing of problem gaming as an addictive disorder or non‐addictive activity appears to have a negligible effect on stigma of different gamers among middle‐age adults with minimal gaming experience. The concept of 'gaming addiction' seems unlikely to be an important influence on public stigma of gaming. [ABSTRACT FROM AUTHOR]

Additional Information

  • Source:Addiction. 2023/09, Vol. 118, Issue 9, p1687
  • Document Type:Article
  • Subject Area:Sports and Leisure
  • Publication Date:2023
  • ISSN:0965-2140
  • DOI:10.1111/add.16211
  • Accession Number:169809860
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