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      Moderating effects of information-oriented versus escapism-oriented motivations on the relationship between psychological well-being and problematic use of video game live-streaming services

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          Abstract

          Background and aims

          Video game live-streaming platforms are widely used by gamers. However, the excessive use of such services has rarely been examined. Although psychosocial well-being and motivations for use have been demonstrated to play major roles in online addiction, understanding the moderating mechanism of these two factors is warranted. Video game live-streaming platforms are an ideal context for studying the moderating role of both informational and escapism motivations, because viewers on such platforms can learn gaming strategies or escape from the reality.

          Methods

          This study collected survey data from 508 users of the highly popular game-streaming service Twitch. The sample was divided into two groups based on the respondents’ use motivations. Regression models with interaction terms were fitted, followed by a simple slope test, to verify the hypotheses.

          Results

          For the escapism-oriented group, a moderating effect of escapism on the relationship between loneliness and negative outcomes was found; the relationship was positive for low and moderate levels of escapism, but it was non-significant for individuals with high levels of escapism. For the information-oriented group, information seeking was observed to exert a moderating effect on the relationship between stress and negative outcomes; the relationship was negative for low and moderate levels of information seeking, but it was non-significant for individuals demonstrating high levels of information seeking.

          Discussion and conclusions

          The findings promote understanding regarding how individuals using similar Internet-related coping strategies to deal with problems differ in their propensity for experiencing negative consequences when motivation levels and online environments are considered.

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          Most cited references52

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          An international consensus for assessing internet gaming disorder using the new DSM-5 approach.

          For the first time, the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) introduces non-substance addictions as psychiatric diagnoses. The aims of this paper are to (i) present the main controversies surrounding the decision to include internet gaming disorder, but not internet addiction more globally, as a non-substance addiction in the research appendix of the DSM-5, and (ii) discuss the meaning behind the DSM-5 criteria for internet gaming disorder. The paper also proposes a common method for assessing internet gaming disorder. Although the need for common diagnostic criteria is not debated, the existence of multiple instruments reflect the divergence of opinions in the field regarding how best to diagnose this condition. We convened international experts from European, North and South American, Asian and Australasian countries to discuss and achieve consensus about assessing internet gaming disorder as defined within DSM-5. We describe the intended meaning behind each of the nine DSM-5 criteria for internet gaming disorder and present a single item that best reflects each criterion, translated into the 10 main languages of countries in which research on this condition has been conducted. Using results from this cross-cultural collaboration, we outline important research directions for understanding and assessing internet gaming disorder. As this field moves forward, it is critical that researchers and clinicians around the world begin to apply a common methodology; this report is the first to achieve an international consensus related to the assessment of internet gaming disorder. © 2014 Society for the Study of Addiction.
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            Internet Addiction: A New Clinical Phenomenon and Its Consequences

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              Social Consequences of the Internet for Adolescents: A Decade of Research

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                Author and article information

                Journal
                J Behav Addict
                J Behav Addict
                jba
                JBA
                Journal of Behavioral Addictions
                Akadémiai Kiadó (Budapest )
                2062-5871
                2063-5303
                22 July 2019
                September 2019
                : 8
                : 3
                : 564-573
                Affiliations
                [1 ]Department of Information Communication, Asia University , Taichung, Taiwan
                [2 ]Business Administration, Asia University , Taichung, Taiwan
                Author notes
                [* ]Corresponding author: Assoc. Prof. Chi-Ying Chen, Department of Information Communication, Asia University, No. 500 Lioufeng Rd., Wufeng, Taichung 41354, Taiwan; Phone: +886 0973 830 711; E-mail: megcychen@ 123456asia.edu.tw
                Article
                10.1556/2006.8.2019.34
                7044620
                31328955
                9c32f26a-1cab-4313-a5e1-b144d385894f
                © 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
                : 23 November 2018
                : 07 March 2019
                : 17 May 2019
                : 29 May 2019
                : 09 June 2019
                Page count
                Figures: 2, Tables: 6, Equations: 0, References: 62, Pages: 10
                Funding
                Funding sources: None.
                Categories
                Full-Length Report

                video game live streaming,online game addiction,internet addiction,motivations,moderating effects

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