바로가기메뉴

본문 바로가기 주메뉴 바로가기

logo

메뉴

Effects of Emotion Experiences and Gaming Motivations on Internet Gaming Behaviors in Daily Life: An Ecological Momentary Assessment Study

Abstract

Individuals with internet gaming disorder (IGD) experience significant impairment in daily functioning due to their excessive gaming behaviors. IGD is related to not only a significant amount of time spent on internet gaming but also to internet gaming for mood modification. The purpose of this study was to examine the effects of emotion experiences and gaming motivations on internet gaming behaviors in daily life via ecological momentary assessment (EMA). The results showed that the IGD group (n=49) had an increased level of internet gaming usage and higher gaming motivations compared to the control group (n=50). The IGD group experienced higher levels of negative emotions and lower levels of positive emotions. Results from multilevel modeling demonstrated that at the between-individual level, the amount of general negative emotion, depression, anger, irritation, and excitement predicted an increased level of internet gaming usage. At the within-individual level, general negative emotion, tiredness, irritation, and anger positively predicted internet gaming usage, while comfort and calmness showed negative associations. Regarding gaming motivations, both coping motivation and enhancement motivation predicted increased internet gaming usage. In addition, the IGD group showed a significant moderating effect on the relationship between enhancement motivation and internet gaming usage. It was suggested that negative emotion experiences and internet gaming for mood modification could predict gaming behaviors in daily life. Increased enhancement motivation could serve as a risk factor for excessive gaming, particularly for individuals with IGD. Clinical implications were discussed.

keywords
internet gaming disorder (IGD), emotion experience, gaming motivations, ecological momentary assessment (EMA), 인터넷게임장애(IGD), 정서경험, 게임동기, 생태순간평가(EMA)

Reference

1.

American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th ed.). Washington, DC: American Psychiatric Publisher.

2.

Anderson, E. L., Steen, E., & Stavropoulos, V. (2017). Internet use and problematic internet use: A systematic review of longitudinal research trends in adolescence and emergent adulthood. International Journal of Adolescence and Youth, 22, 430-454.

3.

Beranuy, M., Carbonell, X., & Griffiths, M. D. (2013). A qualitative analysis of online gaming addicts in treatment. International Journal of Mental Health and Addiction, 11, 149-161.

4.

Bernardi, S., & Pallanti, S. (2009). Internet addiction: A descriptive clinical study focusing on comorbidities and dissociative symptoms. Comprehensive Psychiatry, 50, 510-516.

5.

Blum, K., Chen, T. J., Meshkin, B., Downs, B. W., Gordon, C. A., Blum, S., . . . Deutsch, R. (2006). Reward deficiency syndrome in obesity: A preliminary cross-sectional trial with a Genotrim variant. Advances in Therapy, 23, 1040-1051.

6.

Brand, M., Young, K. S., Laier, C., Wölfling, K., & Potenza, M. N. (2016). Integrating psychological and neurobiological considerations regarding the development and maintenance of specific internet-use disorders: An interaction of person-affect-cognition-execution (I-PACE) model. Neuroscience & Biobehavioral Reviews, 71, 252-266.

7.

Caplan, S. E. (2005). A social skill account of problematic internet use. Journal of Communication, 55, 721-736.

8.

Caplan, S. E. (2010). Theory and measurement of generalized problematic internet use: A two-step approach. Computers in Human Behavior, 26, 1089-1097.

9.

Caplan, S. E., Williams, D., & Yee, N. (2009). Problematic internet use and psychosocial well-being among MMO players. Computers in Human Behavior, 25, 1312-1319.

10.

Carter, B. L., Lam, C. Y., Robinson, J. D., Paris, M. M., Waters, A. J., Wetter, D. W., & Cinciripini, P. M. (2008). Real-time craving and mood assessments before and after smoking. Nicotine & Tobacco Research, 10, 1165-1169.

11.

Chambers, R. A., Taylor, J. R., & Potenza, M. N. (2003). Developmental neurocircuitry of motivation in adolescence: A critical period of addiction vulnerability. American Journal of Psychiatry, 160, 1041-1052.

12.

Chantal, Y., Vallerand, R. J., & Vallieres, E. F. (1994). On the development and validation of the Gambling Motivation Scale. Society and Leisure, 17, 189-212.

13.

Chiu, S. I., Lee, J. Z., & Huang, D. H. (2004). Video game addiction in children and teenagers in Taiwan. CyberPsychology & Behavior, 7, 571-581.

14.

Cho, M. H., & Cha, K. H. (1998). Inter-nation comparison in quality of life. Seoul, Korea: Jipmoondang.

15.

Cho, S. H., & Kwon, J. H. (2016). The validation of structured clinical interview for internet gaming disorder (SCI-IGD) and evaluation of the DSM-5 internet gaming disorder criteria: Findings from a community sample of adults. Korean Journal of Clinical Psychology, 35, 831-842.

16.

Cho, S. H., & Kwon, J. H. (2017). A validation of the Korean version of the Internet Gaming Disorder Scale (K-IGDS): Findings from a community sample of adults. Korean Journal of Clinical Psychology, 36, 104-117.

17.

Cho, Y. R. (2007). Assessing emotion dysregulation: Psychometric properties of the Korean version of the Difficulties in Emotion Regulation Scale. Korean Journal of Clinical Psychology, 26, 1015-1038.

18.

Chumbley, J., & Griffiths, M. (2006). Affect and the computer game player: The effect of gender, personality, and game reinforcement structure on affective responses to computer gameplay. CyberPsychology & Behavior, 9, 308-316.

19.

Cooper, M. L. (1994). Motivations for alcohol use among adolescents:Development and validation of a four-factor model. Psychological Assessment, 6, 117-128.

20.

Davis, R. A., Flett, G. L., & Besser, A. (2002). Validation of a new scale for measuring problematic internet use: Implications for pre-employment screening. CyberPsychology & Behavior, 5, 331-345.

21.

Derogatis, L. R., & Melisaratos, N. (1983). The Brief Symptom Inventory:An introductory report. Psychological Medicine, 3, 595-605.

22.

Diener, E., Emmons, R. A., Larsen, R. J., & Griffin, S. (1985). The Satisfaction with Life Scale. Journal of Personality Assessment, 49, 71-75.

23.

Dong, G., Hu, Y., & Lin, X. (2013). Reward/punishment sensitivities among internet addicts: Implications for their addictive behaviors. Progress in Neuro-Psychopharmacology and Biological Psychiatry, 46, 139-145.

24.

Dong, G., Hu, Y., Lin, X., & Lu, Q. (2013). What makes internet addicts continue playing online even when faced by severe negative consequences? Possible explanations from an fMRI study. Biological Psychology, 94, 282-289.

25.

Dong, G., Huang, J., & Du, X. (2011). Enhanced reward sensitivity and decreased loss sensitivity in internet addicts: An fMRI study during a guessing task. Journal of Psychiatric Research, 45, 1525-1529.

26.

Dong, G., & Potenza, M. N. (2014). A cognitive-behavioral model of internet gaming disorder: Theoretical underpinnings and clinical implications. Journal of Psychiatric Research, 58, 7-11.

27.

Grasmick, H. G., Tittle, C. R., Bursik, R. J., & Arneklev B. J. (1993). Testing the core empirical implication of Gottfredson and Hirschi's general theory of crime. Journal of Research of in Crime and Delinquency, 30, 5-29.

28.

Gratz, K. L., & Roemer, L. (2004). Multidimensional assessment of emotion regulation and dysregulation: Development, factor structure, and initial validation of the difficulties in Emotion Regulation Scale. Journal of Psychopathology and Behavioral Assessment, 26, 41-54.

29.

Griffiths, M. D. (2010). Gambling addiction on the Internet. In K. S. Young & C. N. de Abreu (Eds.), Internet addiction: A handbook for evaluation and treatment (pp. 91-111). Hoboken, NJ: John Wiley & Sons.

30.

Grüsser, S. M., Thalemann, R., Albrecht, U., & Thalemann, C. N. (2005). Exzessive computernutzung im Kindesalter – Ergebnisse einer psychometrischen Erhebung. Wiener Klinische Wochenschrift, 117, 188-195.

31.

Ha, C. S., & Kim, B. S. (2005). A exploratory factor analysis of Korean version of the Self-Control Scale. Korea Journal of Counseling, 6, 1175-1188.

32.

Heron, K. E., & Smyth, J. M. (2010). Ecological momentary interventions:Incorporating mobile technology into psychosocial and health behaviour treatments. British Journal of Health Psychology, 15, 1-39.

33.

Holden, C. (2001). ‘Behavioral’ addictions: do they exist? Science, 294, 980-982.

34.

Hsu, S. H., Wen, M. H., & Wu, M. C. (2009). Exploring user experiences as predictors of MMORPG addiction. Computers & Education, 53, 990-999.

35.

Hufford, M. R., Shields, A. L., Shiffman, S., Paty, J., & Balabanis, M. (2002). Reactivity to ecological momentary assessment: An example using undergraduate problem drinkers. Psychology of Addictive Behaviors, 16, 205-211.

36.

Jahng, S. (2011). Current practices and future directions of diary methods in psychological researches. The Korean Journal of Psychology:General, 30, 677-706.

37.

Jahng, S., Solhan, M. B., Tomko, R. L., Wood, P. K., Piasecki, T. M., & Trull, T. J. (2011). Affect and alcohol use: An ecological momentary assessment study of outpatients with borderline personality disorder. Journal of abnormal psychology, 120, 572-584.

38.

Jang, K. S., Hwang, S. Y., & Choi, J. Y. (2008). Internet addiction and psychiatric symptoms among Korean adolescents. Journal of School Health, 78, 165-171.

39.

Jue, J., & Kwon, S. M. (2001). Types of problematic behaviors in internet use and their classification: Based upon domestic cases. Psychological Science, 10, 93-115.

40.

Jung, K., Jeong, H., & Yi, I. (2018). Effect of gaming motivation on internet gaming addiction in massively multiplayer online role playing game (MMORPG) users: Mediating effects of in-game behavior. The Korean Journal of Health Psychology, 23, 547-570.

41.

Kalivas, P. W., & Volkow, N. D. (2005). The neural basis of addiction:A pathology of motivation and choice. American Journal of Psychiatry, 162, 1403-1413.

42.

Kim, C. T., Kim, D. I., Park, J. K., & Lee, S. J. (2002). Development of the Korean Internet Addiction Diagnostic Scale. Seoul, Korea:Ministry of Information and Technology Assessment.

43.

Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European Psychiatry, 23, 212-218.

44.

King, D., & Delfabbro, P. (2009). Motivational differences in problem video game play. Journal of Cybertherapy and Rehabilitation, 2, 139-149.

45.

King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2011). The role of structural characteristics in problematic video game play: An empirical study. International Journal of Mental Health and Addiction, 9, 320-333.

46.

Ko, C. H., Yen, J. Y., Chen, C. S., Yeh, Y. C., & Yen, C. F. (2009). Predictive values of psychiatric symptoms for internet addiction in adolescents: A 2-year prospective study. Archives of Pediatrics &Adolescent Medicine, 163, 937-943.

47.

Ko, C. H., Yen, J. Y., Liu, S. C., Huang, C. F., & Yen, C. F. (2009). The associations between aggressive behaviors and internet addiction and online activities in adolescents. Journal of Adolescent Health, 44, 598-605.

48.

Ko, C. H., Yen, J. Y., Yen, C. F., Chen, C. S., & Chen, C. C. (2012). The association between internet addiction and psychiatric disorder:A review of the literature. European Psychiatry, 27, 1-8.

49.

Koo, H. J., Han, D. H., Park, S. Y., & Kwon, J. H. (2017). The structured clinical interview for DSM-5 internet gaming disorder: Development and validation for diagnosing IGD in adolescents. Psychiatry Investigation, 14, 21-29.

50.

Kraut, R., Kiesler, S., Boneva, B., Cummings, J., Helgeson, V., & Crawford, A. (2002). Internet paradox revisited. Journal of Social Issues, 58, 49-74.

51.

Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10, 278-296.

52.

Lecrubier, Y., Sheehan, D. V., Weiller, E., Amorim, P., Bonora, I., Harnett, K., . . . Dunbar, G. C. (1997). The Mini International Neuropsychiatric Interview (MINI). A short diagnostic structured interview: Reliability and validity according to the CIDI. European Psychiatry, 12, 224-231.

53.

Lee, D. W. (2012). A study on on-line game use experience influence on game behavior: With focus on MMORPG User (Doctoral dissertation). Hanyang University, Seoul, Korea.

54.

Lee, H. G. (2003). Effects of individual- and social-related factors and motives for game playing on game concentration and game addiction. Korean Journal of Youth Studies, 10, 355-380.

55.

Lee, Y. H. (2014). The influence of adolescent’s temperament and game use motivation on internet game flow and addiction (Master’s thesis). Keimyung University, Daegu, Korea.

56.

Lemmens, J. S., Valkenburg, P. M., & Gentile, D. A. (2015). The Internet Gaming Disorder Scale. Psychological Assessment, 27, 567-582.

57.

Lim, Y. J. (2012). Psychometric properties of Satisfaction with the Life Scale among Korean police officers, university students, and adolescents. Korean Journal of Psychology: General, 31, 877-896.

58.

Mehroof, M., & Griffiths, M. D. (2010). Online gaming addiction:The role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychology, Behavior, and Social Networking, 13, 313-316.

59.

Morahan-Martin, J., & Schumacher, P. (2000). Incidence and correlates of pathological internet use among college students. Computers in Human Behavior, 16, 13-29.

60.

National Information Society Agency. (2013). 2013 yearbook of information society statistics. Seoul, Korea: Ministry of Science and ICT, National Information Society Agency.

61.

National Information Society Agency. (2017). 2017 yearbook of information society statistics. Seoul, Korea: Ministry of Science and ICT, National Information Society Agency.

62.

Park, K. P., Woo, S. W., & Chang, M. S. (2012). Validation study of Brief Symptoms Inventory-18 (BSI-18) in college students. Korean Journal of Clinical Psychology, 31, 507-521.

63.

Parker, J. D., Taylor, R. N., Eastabrook, J. M., Schell, S. L., & Wood, L. M. (2008). Problem gambling in adolescence: Relationships with internet misuse, gaming abuse and emotional intelligence. Personality and Individual Differences, 45, 174-180.

64.

Peters, C. S., & Malesky Jr, L. A. (2008). Problematic usage among highly-engaged players of massively multiplayer online role playing games. CyberPsychology & Behavior, 11, 481-484.

65.

Petry, N. M., Steinberg, K. L., & The Women’s Problem Gambling Research Group. (2005). Childhood maltreatment in male and female treatment-seeking pathological gamblers. Psychology of Addictive Behaviors, 19, 226-229.

66.

Posner, J., Russell, J. A., & Peterson, B. S. (2005). The circumplex model of affect: An integrative approach to affective neuroscience, cognitive development, and psychopathology. Development and Psychopathology, 17, 715-734.

67.

Potenza, M. N., Hong, K. I. A., Lacadie, C. M., Fulbright, R. K., Tuit, K. L., & Sinha, R. (2012). Neural correlates of stress-induced and cue-induced drug craving: Influences of sex and cocaine dependence. American Journal of Psychiatry, 169, 406-414.

68.

Rehbein, F., Psych, G., Kleimann, M., Mediasci, G., & Mößle, T. (2010). Prevalence and risk factors of video game dependency in adolescence: Results of a German nationwide survey. Cyberpsychology, Behavior, and Social Networking, 13, 269-277.

69.

Russell, J. A. (1980). A circumplex model of affect. Journal of Personality and Social Psychology, 39, 1161-1178.

70.

Sheehan, D. V., Lecrubier, Y., Sheehan, K. H., Amorim, P., Janavs, J., Weiller, E., . . . Dunbar, G. C. (1998). The Mini-International Neuropsychiatric Interview (MINI): The development and validation of a structured diagnostic psychiatric interview for DSMIV and ICD-10. Journal of Clinical Psychiatry, 59, 22-33.

71.

Sheehan, D. V., Lecrubier, Y., Sheehan, K. H., Janavs, J., Weiller, E., Keskiner, A., . . . Dunbar, G. C. (1997). The validity of the Mini International Neuropsychiatric Interview (MINI) according to the SCID-P and its reliability. European Psychiatry, 12, 232-241.

72.

Shiffman, S., Fischer, L. A., Paty, J. A., Gnys, M., Hickcox, M., & Kassel, J. D. (1994). Drinking and smoking: A field study of their association. Annals of Behavioral Medicine, 16, 203-209.

73.

Shiffman, S., Paty, J. A., Gnys, M., Kassel, J. A., & Hickcox, M. (1996). First lapses to smoking: Within-subjects analysis of real-time reports. Journal of Consulting and Clinical Psychology, 64, 366-379.

74.

Shiffman, S., Stone, A. A., & Hufford, M. R. (2008). Ecological momentary assessment. Annual Review of Clinical Psychology, 4, 1-32.

75.

Tao, R., Huang, X., Wang, J., Zhang, H., Zhang, Y., & Li, M. (2010). Proposed diagnostic criteria for internet addiction. Addiction, 105, 556-564.

76.

Wan, C. S., & Chiou, W. B. (2006). Why are adolescents addicted to online gaming? An interview study in Taiwan. Cyberpsychology & Behavior, 9, 762-766.

77.

Wood, R. T., Griffiths, M. D., & Parke, J. (2007). Acquisition, development, and maintenance of online poker playing in a student sample. Cyberpsychology & Behavior, 10, 354-361.

78.

Yang, C. K., Choe, B. M., Baity, M., Lee, J. H., & Cho, J. S. (2005). SCL-90-R and 16PF profiles of senior high school students with excessive internet use. The Canadian Journal of Psychiatry, 50, 407-414.

79.

Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9, 772-775.

80.

Yen, J. Y., Ko, C. H., Yen, C. F., Chen, S. H., Chung, W. L., & Chen, C. C. (2008). Psychiatric symptoms in adolescents with internet addiction: Comparison with substance use. Psychiatry and Clinical Neurosciences, 62, 9-16.

81.

Yoo, S. W., Kim, Y. S., Noh, J. S., Oh, K. S., Kim C. H., Namkoong, K., . . . Kim, S. J. (2006). Validation of Korean version of the Mini-International Neuropsychiatric Interview. Anxiety and Mood, 2, 50-55.

82.

Yoon, S. Y., & Kim, E. J. (2005). Factors influencing on internet addiction and flow: Mainly for the characteristics of game, game use motivation, and psychological factors. Poster session presented at the meeting of the Annual Conference of Korean Psychological Association, Gurye, Korea.

logo