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      The association between problematic online gaming and perceived stress: The moderating effect of psychological resilience

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          Abstract

          Background and aims

          Vulnerability to stress appears to be a potential predisposing factor for developing specific internet-use disorders, such as Internet Gaming Disorder (IGD). Studies investigating the protective effect of psychological resilience against the impact of perceived stress on IGD and weekly gameplay have yet to be reported in the existing literature. The aim of this study was to examine the potential moderating relationships between perceived stress and online gaming (more specifically operationalized as IGD and weekly gameplay) with psychological resilience.

          Methods

          An online survey was administered to 605 participants (males = 82%, M age = 24.01 years, SD age = 6.11). A multivariate multiple regression model was applied to test for the possible contribution of perceived stress and psychological resilience to weekly gameplay and IGD.

          Results

          Perceived stress was associated with higher scores of IGD, whereas psychological resilience was related to lower scores of IGD. In addition, the combination of having higher perceived stress and lower level of psychological resilience was associated with a particularly high hours of gameplay per week.

          Discussion and conclusions

          These findings further support the importance of personal traits (perceived stress and psychological resilience) in online gaming (IGD severity and weekly gameplay), and also emphasize the unique moderating relationship between perceived stress and weekly gameplay with lack of resilience. Enhancing psychological resilience to decrease the likelihood of online gamers who experience higher level of stress from spending more hours per week gaming is recommended.

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          Most cited references31

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          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.

          Within the last two decades, many studies have addressed the clinical phenomenon of Internet-use disorders, with a particular focus on Internet-gaming disorder. Based on previous theoretical considerations and empirical findings, we suggest an Interaction of Person-Affect-Cognition-Execution (I-PACE) model of specific Internet-use disorders. The I-PACE model is a theoretical framework for the processes underlying the development and maintenance of an addictive use of certain Internet applications or sites promoting gaming, gambling, pornography viewing, shopping, or communication. The model is composed as a process model. Specific Internet-use disorders are considered to be the consequence of interactions between predisposing factors, such as neurobiological and psychological constitutions, moderators, such as coping styles and Internet-related cognitive biases, and mediators, such as affective and cognitive responses to situational triggers in combination with reduced executive functioning. Conditioning processes may strengthen these associations within an addiction process. Although the hypotheses regarding the mechanisms underlying the development and maintenance of specific Internet-use disorders, summarized in the I-PACE model, must be further tested empirically, implications for treatment interventions are suggested.
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            Salient and Emerging Developmental Tasks in the Transition to Adulthood

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              Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective

              The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the criticism raised against the inclusion of GD in ICD-11 by Aarseth et al. (2017). We argue that this group of researchers fails to recognize the clinical and public health considerations, which support the WHO perspective. It is important to recognize a range of biases that may influence this debate; in particular, the gaming industry may wish to diminish its responsibility by claiming that GD is not a public health problem, a position which maybe supported by arguments from scholars based in media psychology, computer games research, communication science, and related disciplines. However, just as with any other disease or disorder in the ICD-11, the decision whether or not to include GD is based on clinical evidence and public health needs. Therefore, we reiterate our conclusion that including GD reflects the essence of the ICD and will facilitate treatment and prevention for those who need it.
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                Author and article information

                Journal
                jba
                JBA
                Journal of Behavioral Addictions
                J Behav Addict
                Akadémiai Kiadó (Budapest )
                2062-5871
                2063-5303
                11 February 2019
                March 2019
                : 8
                : 1
                : 174-180
                Affiliations
                [ 1 ]Department of Developmental and Social Psychology, University of Padova , Padova, Italy
                [ 2 ]International Gaming Research Unit, Psychology Department, Nottingham Trent University , Nottingham, UK
                [ 3 ]Dipartimento di Scienze Umane e Sociali, Università della Valle d’Aosta , Aosta, Italy
                Author notes
                [* ]Corresponding author: Natale Canale, PhD; Department of Developmental and Social Psychology, University of Padova, Via Venezia, Padova 15-35121, Italy; Phone: +39 049 827 6524; Fax: +39 049 827 6547; E-mail: natale.canale@ 123456unipd.it
                Article
                10.1556/2006.8.2019.01
                14ded6cb-d713-41e6-92c5-60e59eacfc04
                © 2019 The Author(s)

                This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License, which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited, a link to the CC License is provided, and changes – if any – are indicated.

                History
                : 24 July 2018
                : 05 December 2018
                : 09 December 2018
                Page count
                Figures: 1, Tables: 2, Equations: 0, References: 54, Pages: 7
                Funding
                Funding sources: No external funding source has been received for this study.
                Categories
                BRIEF REPORT

                Evolutionary Biology,Medicine,Psychology,Educational research & Statistics,Social & Behavioral Sciences
                gaming,Internet Gaming Disorder,IGD,problematic gaming,resilience,stress

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