i Video Game Addiction and Engagement in Adult Gamers: Differentiation Based on Relationships with Health and Functioning Daniel John Loton, BPsych (Hons) Institute for Sports, Exercise and Active Living College of Sports and Exercise Science Victoria University, Melbourne, Australia Submitted in fulfilment of the requirements of the degree of Doctor of Philosophy March, 2014 ii Authors PhD Student: Daniel John Loton Primary Supervisor: Professor Remco Polman ISEAL, VU Co-Supervisors: Doctor Erika Borkoles College of Sport and Exercise Science, VU And Professor Dan Lubman Director, Turning Point Drug and Alcohol Centre and Professor of Addiction Studies, Monash University. iii Acknowledgments This thesis is for A.S. For certain, it would not have happened without her. Sincere thanks also go to: My principal supervisor, Prof. Remco Polman, for your guidance, calmness, pragmatism as well as amazingly quick and continued feedback on all aspects of this thesis. Wishing you many holes-in-one. Dr. Erika Borkoles, co-supervisor, for our debates, your extensive editing and unceasing positive support. To Prof. Dan Lubman, my second co-supervisor. Dan’s door was always open despite being extremely busy and accepting no payment for supervision. With his expertise in substance-related disorders, Dan’s input in the initial planning and final stages of this thesis were invaluable. Dr. Tom Curran, for your statistical guidance, input and discussions. Especially, many thanks for your assistance in the longitudinal analysis of this thesis. To Shaun, Pete, Brod, Dave, Josh and all of my closest friends - for your company, support and endless interest in this thesis, including providing a sharp and logical sounding board for the arguments presented here. To my mum and auntie, and all of my family, for always supporting me throughout my education. Thanks also to Victoria University and the Australian Government for making available springboards into research in the form of the Australian Postgraduate Award scholarships, which I was lucky enough to receive. Undertaking such an extensive piece of work would have been more daunting, and would have taken far longer, without this support. Thanks must also go to colleagues in various research centres and institutes who found me useful enough to employ in Research Officer roles throughout the PhD. I have learned a great deal from these experiences. Finally, thanks go to all participants, for their extensive time and willingness to contribute to this study. I am particularly grateful as the content focussed heavily on health and functioning, which, for some people, may not have been easy to reflect on so regularly. This thesis could not have been completed without your help. iv Declaration I, Daniel John Loton, declare that the PhD thesis entitled ‘Video Game Addiction and Engagement in Adult Gamers: Differentiation Based on Relationships with Health and Functioning’ is no more than 100,000 words in length including quotes and exclusive of tables, figures, appendices, bibliography, references and footnotes. This thesis contains no material that has been submitted previously, in whole or in part, for the award of any other academic degree or diploma. Except where otherwise indicated, this thesis is my own work. Signature: Date: 05/03/2014 v Abstract Video game addiction now has a tentative diagnosis in the DSM-5, with its validity hinging on differentiation from close constructs and demonstrable negative consequences. Investigations of candidate consequences have produced mixed results. Deleterious correlates vary across studies, and the few which have investigated confounding factors or temporal precedence draw opposing conclusions. Resultantly expert opinions range from an example of dangerous superficial mental illness proliferation to a genuinely new, pathogenic condition. This PhD measured video game addiction, engagement and the possible negative consequences of diminished health (mental, social and physical) and functioning (at work, study, parenting and in romantic relationships), in adult avid gamers. Possible confounds included measures of satisfaction, stressful events, mental illness history, treatment seeking and coping styles. 506 geographically dispersed participants (84.7% male, mostly mid-twenties in age) were surveyed, with 111 returning to complete the measures six consecutive times. Life circumstances were diverse at baseline, with 62.8% working, 55.3% studying, 14.9% seeking work, 48.9% in a romantic relationship and 9.5% acting in a parenting role. Confirmatory factor analysis of the addiction-engagement scale provided mixed results: a ‘close fit’ by some standards with mostly sensibly correlated error terms. Discriminant validity was confirmed. Individual scale item analysis indicated some less frequently endorsed ‘symptoms’ of addiction are more strongly associated with poorer health and may require diagnostic weightings. Some engagement items showed relationships with increased health and functioning. Total score analyses showed health and functioning were more highly related to addiction than engagement; health moreso than functioning, especially mental, social and sleep health. Three diagnostic cut-off points used in past studies were compared on ability to predict poorer health and functioning, all showing equal validity. Yet further models suggested confounding factors, particularly coping styles, are important. Addiction contributed no variance beyond satisfaction to functioning at work or study, but did explain a marginal amount of relationship conflict and a large amount of parental performance. Job-seeking activities were unrelated. Multiple mediation analysis indicated engagement had no direct connection with poorer mental health, unless paired with maladaptive coping styles, while addiction retained a direct vi connection. Finally, the longitudinal analysis using six time points indicated worsening mental health is an antecedent to addiction, consistent with the strong cross-sectional mediating effect of coping styles. Overall results suggest the need for further empirical testing of the proposed negative consequences for this potential new disorder, particularly establishing temporal precedence and relative importance amongst other contributors to health. Limitations included a targeted sample which was gender biased and geographically diverse, a lack of data triangulation with a reliance on self-response and recollection, and the use of some composites and indicators with limited validity. vii Structure The formatting of this thesis follows the publication manual of the American Psychological Association 6th edition (APA 6th) with some minor departures to conform to the Victoria University PhD style guide. All effort was made to fit tables on a single page, including changing line spacing if necessary. Where tables were not able to fit on a single page, the heading column has been reproduced on following pages for ease of the reader. The use of asterisks in tables is standard throughout, with *p<.05, **p<.01 and ***p<.001, and the table notes only specify the significance levels actually present in the table. • Chapter 1 presents a literature review of video game addiction. • Chapter 2 is the method, detailing procedures, measures, and the sample, including some analyses situating the sample relative to available norms. • Chapter 3 presents a psychometric analysis of the addiction-engagement scale factorial structure. • Chapter 4 details an item-level analysis of the addiction-engagement scale, exploring relationships with indicators of health and functioning. • Chapter 5 reports analyses of relationships between total scores for addiction and engagement, and indicators of health and functioning. • Chapter 6 introduces confounding factors to the models exploring relationships between addiction and health. • Chapter 7 introduces confounding factors to the models exploring relationships between addiction and functioning. • Chapter 8 delves further into the mediating effect of coping styles in the relationships between addiction, engagement and mental health, utilising a multiple mediation analysis. • Chapter 9 compares three previously used diagnostic cut-off points on their ability to distinguish participants experiencing declined health and functioning. • Chapter 10 details a longitudinal analysis of mental health and video game addiction, including six waves over a roughly seven month period. • Chapter 11, the epilogue, summarises the results of the thesis and limitations of the study, and considers the implications of the findings. viii Table of Contents Title Page ............................................................................................................................................ i Authors ........................................................................................................................................... ii Acknowledgments ........................................................................................................................iii Declaration..................................................................................................................................... iv Abstract .......................................................................................................................................... v Structure........................................................................................................................................ vii List of Figures .............................................................................................................................. xiv List of Tables ................................................................................................................................ xv Prologue ............................................................................................................................................. 1 This PhD ........................................................................................................................................ 3 Terminology ................................................................................................................................... 4 Addiction. ................................................................................................................................... 4 Confounds. ................................................................................................................................ 5 Features or Symptoms? .......................................................................................................... 6 Negative consequences. ......................................................................................................... 6 Engagement. ............................................................................................................................. 7 Chapter 1: Literature Review .......................................................................................................... 8 What Are Video Games ............................................................................................................... 8 Contemporary trends. .............................................................................................................. 9 Increasing government regulation. ........................................................................................ 9 Video Game Playing in the General Population: Who Plays and How Much? ................. 10 Time commitment. .................................................................................................................. 11 Gender bias. ............................................................................................................................ 13 Why do people play?.............................................................................................................. 13 Conclusions for general video game playing. .................................................................... 15 Addiction: From Ancient History to Video Game Addiction .................................................. 15 Variety of theories................................................................................................................... 17 The most common aspects of addiction. ............................................................................ 17 General Theories: The Components and Syndrome Models. ............................................. 20 Criticisms of the general models of addiction. ................................................................... 23 Support for the components model. .................................................................................... 28 What is Video Game Addiction ................................................................................................. 29 ix Measuring video game addiction. ........................................................................................ 29 Scale Factorial Structures ..................................................................................................... 37 Prevalence: Defining an Addicted Group ............................................................................ 41 Summary of prevalence......................................................................................................... 45 The Search for Negative Consequences ................................................................................ 46 Structural characteristics and motivations for play. ........................................................... 47 Social Health and Video Game Addiction ........................................................................... 50 Mental Health and Video Game Addiction .......................................................................... 58 Physical Health and Video Game Addiction ....................................................................... 64 Academic and Work Functioning ......................................................................................... 66 Brain Studies ........................................................................................................................... 68 Possible Confounds between Video Game Addiction and Well-Being .......................... 70 Positive Effects of Video Game Play ....................................................................................... 76 Therapy. ................................................................................................................................... 77 Social benefits. ........................................................................................................................ 78 Skill development: education, intelligence and cognition. ................................................ 78 Exercise. .................................................................................................................................. 79 Longitudinal results indicating positive outcomes of general video gaming. ................. 79 Societal improvement. ........................................................................................................... 80 Summary of positive outcomes: absence of universal effects......................................... 80 Overview .......................................................................................................................................... 81 This Thesis .................................................................................................................................. 84 Engagement and addiction. .................................................................................................. 84 Possible negative consequences: diminished health and functioning. .......................... 85 Functioning in life domains: work, school, parenting and romantic relationships. ........ 86 Aims .................................................................................................................................................. 87 Chapter 2: Method .......................................................................................................................... 88 Procedure .................................................................................................................................... 88 Communications and recruitment strategy. ........................................................................ 88 Data preparation. .................................................................................................................... 89 Sample ......................................................................................................................................... 91 Wave 1 / cross-sectional. ...................................................................................................... 91 Longitudinal. ............................................................................................................................ 92 Measures ..................................................................................................................................... 94 x Video game playing behaviour. ............................................................................................ 95 Addiction-Engagement. ......................................................................................................... 96 Mental Health ........................................................................................................................ 101 Social Health ......................................................................................................................... 105 Functioning in Life Domains ................................................................................................ 109 Physical Health ..................................................................................................................... 114 Possible Confounds / Mediators or Moderators ............................................................... 116 Satisfaction with life domains. ............................................................................................ 120 Summary of the Sample Characteristics .............................................................................. 123 Chapter 3: Factor Structure of the Addiction-Engagement Scale ......................................... 125 Unifactorial or second-order factor structure scales. ...................................................... 125 Two-factor addiction and engagement scale. .................................................................. 126 Focus of this Chapter ............................................................................................................... 127 Aims and Hypotheses .............................................................................................................. 127 Method ....................................................................................................................................... 128 Model fit. ................................................................................................................................. 128 Discriminant validity. ............................................................................................................ 129 Results ....................................................................................................................................... 131 Model fit. ................................................................................................................................. 131 Discriminant validity. ............................................................................................................ 131 Discussion ................................................................................................................................. 134 Model fit. ................................................................................................................................. 134 Discriminant validity. ............................................................................................................ 137 Chapter 4: Item-Level Analysis of the Addiction-Engagement Scale; Prevalence and Relationships with Health and Functioning. ............................................................................. 138 Measuring video game addiction and the importance of individual addiction components. .......................................................................................................................... 139 Differentiation between engagement and addiction. ....................................................... 141 Focus of this Chapter ............................................................................................................... 141 Aims and Hypotheses .............................................................................................................. 142 Method ....................................................................................................................................... 142 Prevalence. ............................................................................................................................ 143 Relationships with health and functioning. ....................................................................... 143 Modelling items as predictors of health and functioning. ............................................... 143 Results ....................................................................................................................................... 145
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