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dc.rights.licenseopenen_US
hal.structure.identifierLaboratoire de psychologie [LabPsy]
dc.contributor.authorLARRIEU, Maxime
dc.contributor.authorBILLIEUX, Joël
hal.structure.identifierLaboratoire de psychologie [LabPsy]
dc.contributor.authorDECAMPS, Greg
IDREF: 080304850
dc.date.accessioned2023-02-21T15:33:17Z
dc.date.available2023-02-21T15:33:17Z
dc.date.issued2022-10-01
dc.identifier.issn0306-4603en_US
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/172035
dc.description.abstractEnBackground Online competitive practice of video games has recently known a significant worldwide expansion. However, this practice can be associated to problematic use and deterioration of quality of life depending on multiple determinants, among which motivation is central. The purpose of this study was to identify motivational clusters and to compare them regarding quality of life, problematic use of video game, and personality traits. Methods Participants (N = 256) in this cross-sectional study were recruited through specialized websites to complete self-reported questionnaires assessing motivation to play online (MOGQ), personality (BFI-Fr), quality of life (WHOQOL-BREF), and problematic gaming (IGD-Scale). A hierarchical clustering analysis and intergroup comparative analyses were conducted. Findings Three motivational clusters were identified (“recreational”, “competitive” and “escapers”). “Competitive” and “escapers” players reported higher IGD scores than the “recreational” players (p <.001). However, “escapers” players had lower psychological health scores (p <.001), were more neurotic (p <.001), and less extroverted (p <.001) than the others. Based on IGD scores, “competitive” and “escapers” players were considered as problematic albeit only “escapers” exhibited a functional impairment. Therefore, engaged and problematic players cannot be differentiated with IGD scores. Discussion IGD scores were insufficient to differentiate between players at risk of evolution toward pathological states (i.e., “escapers” players) and those whose strong engagement is not detrimental to their quality of life (i.e., “competitive” players). Consequently, considering both psychological health and motivation is necessary to assess the problematic nature of competitive videogame practice. Better definitions and assessment tools are essential in order to avoid over-diagnosis of non-pathological gaming behavior.
dc.language.isoENen_US
dc.subject.enGaming disorder
dc.subject.enMotivation
dc.subject.enPersonality
dc.subject.enQuality of life
dc.title.enProblematic gaming and quality of life in online competitive videogame players: Identification of motivational profiles
dc.title.alternativeAddict Behaven_US
dc.typeArticle de revueen_US
dc.identifier.doi10.1016/j.addbeh.2022.107363en_US
dc.subject.halSciences de l'Homme et Société/Psychologieen_US
dc.identifier.pubmed35689906en_US
bordeaux.journalAddictive behaviorsen_US
bordeaux.page107363en_US
bordeaux.volume133en_US
bordeaux.hal.laboratoriesLaboratoire de psychologie (LabPsy) - EA4139en_US
bordeaux.institutionUniversité de Bordeauxen_US
bordeaux.peerReviewedouien_US
bordeaux.inpressnonen_US
hal.identifierhal-03999408
hal.version1
hal.date.transferred2023-02-21T15:33:20Z
hal.exporttrue
dc.rights.ccPas de Licence CCen_US
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