Problematic involvement in online games: A cluster analytic approach

ADV=advancement (MPOGQ); SOC=socializing (MPOGQ); RP=role-play (MPOGQ); ESC=escapism (MPOGQ); URG=urgency (UPPS-P); LPR=lack of premeditation (UPPS-P); LPE=lack of perseverance (UPPS-P); SS=sensation seeking (UPPS-P); SE=self-esteem (SISE). Dashed lines refer to mean Z-scores of the entire sample. Bold lines refer to mean Z-scores for each specific cluster.Display Omitted The current study identified distinct subtypes of online gamers.The study combines self-report measures and ecological data (in-game behaviors).Cluster comparison revealed that problematic online gaming is a heterogeneous disorder.Problematic online gamer subtypes exist and individualized treatment is favored. Playing online games can become problematic and engender adverse consequences. Several psychological factors have been shown to influence the development and the maintenance of this problematic behavior, including impulsivity traits, motives to play (immersion, achievement, social affiliation), and self-esteem. The aim of the current study is to determine whether reliable subtypes of problematic online gamers can be identified. A sample of 1057 online gamers was recruited. Validated questionnaires were used to measure established psychological risk factors (impulsivity, motives to play, self-esteem) and potential consequences of playing (addiction symptoms, positive and negative affect). Actual in-game behaviors were also monitored. Five reliable clusters of gamers were identified (three problematic and two nonproblematic clusters). Cluster comparison revealed that the psychological factors considered are differentially involved in problematic online gaming. At the theoretical level, the results emphasized that problem online gaming depends on a wide range of psychological factors. At the clinical level, the diversity of psychological profiles shown supports the development of personalized (custom-made) interventions targeting specific psychological mechanisms. Overall, our findings suggest that conceptualizing the problematic use of massively multiplayer online role-playing games as "behavioral addiction" is too restrictive and might result in the simplification of heterogeneous and multi-determined problematic behaviors.

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