Generalised Versus Specific Internet Use-Related Addiction Problems: A Mixed Methods Study on Internet, Gaming, and Social Networking Behaviours
Abstract
:1. Introduction
Components/Criteria | Subcomponents/Criterions | GPIU (Addiction; Griffiths, 2005 [18]) | GPIU (Internet addiction; Tao et al., 2010 [21]) | SPIU (IGD; APA, 2013 [22]) | SPIU (online gaming; Charlton & Danforth, 2007 [25]) | GPIU (CIUS; Meerkerk, Van Den Eijnden, Vermulst, & Garretsen, 2009 [39]) |
---|---|---|---|---|---|---|
Salience [18,39], Preoccupation [21,22,25] | Cognitive salience [25,39] | When the activity becomes the most important thing and dominates person’s thinking, feelings, and behaviours | A strong thinking ongoing online | Do you spend a lot of time thinking about games even when you are not playing, or planning when you can play next? | I rarely think about playing when I am not using a computer | 6. Do you think about the Internet, even when not online? 7. Do you look forward to your next Internet session? |
Behavioural salience [25,39] | I often fail to get enough sleep/miss meals because of playing | 4. Do you prefer to use the Internet instead of spending time with others (e.g., partner, children, parents)? | ||||
Mood modification [18,25], alleviation of negative emotions [21,39], deceit or cover up [22] or escaping adverse moods [22,39] | Manage tension | Subjective experience as a consequence of engaging in the activity to increase or decrease tension to escape, or disconnect | Being online to escape or being relieved | Do you lie to family, friends or others about how much you game, or try to keep your family or friends from knowing how much you game? | I often experience a buzz of excitement while playing | 12. Do you go on the Internet when you are feeling down? |
To escape or relieve | Do you game to escape from or forget about personal problems, or to relieve uncomfortable feelings, such as guilt, anxiety, helplessness or depression? | 13. Do you use the Internet to escape from your sorrows or get relief from negative feelings? | ||||
Tolerance [18,21,22,25] | The need to increase amounts of the activity to achieve the preceding pleasant effects | Marked increase in online use to achieve satisfaction | Do you feel the need to play for increasing amounts of time, play more exciting games, or use more powerful equipment to get the same amount of excitement you used to get? | I tend to want to spend increasing amounts of time playing | ||
Withdrawal [18,21,25,39] | Unpleasant feeling states or physical effects when the activity is reduced or stopped | Dysphoric mood, anxiety, or boredom after days without online activity | Do you feel restless, irritable, moody, angry, anxious or sad when attempting to cut down or stop gaming, or when you are unable to play? | When I am not playing, I often feel agitated | 14. Do you feel restless, frustrated, or irritated when you cannot use the Internet? | |
Conflict [18,25,39], loss of interests [21], give up other activities [22] | Intrapersonal [18,25,39], clinical impairment [21] | Conflicts from within the individual themselves | Do you lose interest in or reduce participation in other recreational activities (hobbies, meetings with friends) due to gaming? Do you risk or lose significant relationships, or job, educational or career opportunities because of gaming? | My social life/work has sometimes suffered because of my playing | 8. Do you think you should use the Internet less often? 10. Do you rush through your (home) work in order to go on the Internet? | |
Interpersonal [18,39], loss of interests and clinical impairment [21] | Conflicts between the addict and those around them | Online use substitutes (e.g., hobbies) | Arguments have sometimes arisen at home because of the time I spend playing | 3. Do others (e.g., partner, children, parents) say you should use the Internet less? 11. Do you neglect your daily obligations (work, school, or family life) because you prefer to go on the Internet? | ||
Relapse [18] and relapse reinstatement [25] | Tendency for repeated reversions to earlier patterns of the activity to be quickly restored after time of abstinence or control | I have made unsuccessful attempts to reduce the time I spend playing | ||||
Persistent desire and difficulty to control it [21,39], reduction/stop [22,39] | Not being able to maintain a regular online usage pattern | Do you feel that you should play less, but are unable to cut back on the amount of time you spend playing games? | 1. Do you find it difficult to stop using the Internet when you are online? 2. Do you continue to use the Internet despite your intention to stop? 5. Are you short of sleep because of the Internet? 9. Have you unsuccessfully tried to spend less time on the Internet? | |||
Continued use disregarding harmful consequences [21,22] | Being online even causing psychological or physical harm to oneself | Do you continue to play games even though you are aware of negative consequences, such as not getting enough sleep, being late to school/work, spending too much money, having arguments with others, or neglecting important duties? |
2. Materials and Methods
2.1. Design
2.2. Participants and Procedure
2.2.1. Quantitative
2.2.2. Qualitative
2.3. Instrument and Analytical Strategy
2.3.1. Quantitative
2.3.2. Qualitative
3. Results
3.1. Quantitative
3.1.1. Participants Characteristics: Sociodemographic, Technologies Usage Patterns, and Online Activities
3.1.2. Psychometric Properties of the French Generalised and Specific CIUS in Belgium
3.1.3. Prevalence of the French Generalised and Specific CIUS in Belgium
3.2. Qualitative
3.2.1. Participants Characteristics: Sociodemographic, Technologies Usage Patterns, and Online Activities
3.2.2. Themes Related to Generalised Internet Problem, and Specific Gaming and Social Networking Problems
Themes Related to Its Evolution: Causes, Development, and Consequences
3.2.3. Themes Related to IGD Criteria Adapted for the Three Problems
4. Discussion
5. Conclusions
Funding
Acknowledgments
Conflicts of Interest
References
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CIUS Adaptations | |||||
---|---|---|---|---|---|
Scale Adaptations | Descriptive M(SD); Range | Cronbach alpha | CIUS | CIUS–G | CIUS–SNS |
CIUS | 14.63(10.10); 0–56 | 0.90 | - | ||
CIUS–G | 4.78(8.97); 0–51 | 0.95 | 0.22 ** | - | |
CIUS–SNS | 11.63(10.79); 0–56 | 0.93 | 0.59 ** | −0.02 | - |
Items | Descriptive M(SD) | Correlation Item-Total Correlation Per CIUS Adaptations | Factor Loading Per CIUS Adaptations | ||||||
---|---|---|---|---|---|---|---|---|---|
CIUS | CIUS–G | CIUS–SNS | CIUS | CIUS–G | CIUS–SNS | CIUS | CIUS–G | CIUS–SNS | |
1 | 1.98(1.267) | 0.66(1.159) | 1.84(1.372) | 0.60 | 0.79 | 0.71 | 0.67 | 0.82 | 0.76 |
2 | 1.84(1.354) | 0.52(1045) | 1.73(1.468) | 0.65 | 0.76 | 0.74 | 0.71 | 0.79 | 0.79 |
3 | 0.80(1.089) | 0.27(0.765) | 0.78(1.131) | 0.46 | 0.63 | 0.61 | 0.53 | 0.69 | 0.67 |
4 | 0.90(1.003) | 0.31(0.768) | 0.63(0.945) | 0.56 | 0.75 | 0.52 | 0.63 | 0.78 | 0.58 |
5 | 1.07(1.147) | 0.28(0.750) | 0.79(1.094) | 0.57 | 0.68 | 0.64 | 0.64 | 0.73 | 0.69 |
6 | 0.99(1.045) | 0.29(0.716) | 1.06(1.087) | 0.56 | 0.74 | 0.67 | 0.63 | 0.79 | 0.72 |
7 | 1.16(1.107) | 0.39(0.863) | 1.00(1.103) | 0.56 | 0.80 | 0.64 | 0.64 | 0.84 | 0.70 |
8 | 1.33(1.187) | 0.39(0.872) | 1.39(1.321) | 0.59 | 0.75 | 0.65 | 0.66 | 0.79 | 0.71 |
9 | 0.78(1.017) | 0.22(0.615) | 0.82(1.094) | 0.63 | 0.64 | 0.62 | 0.70 | 0.69 | 0.68 |
10 | 1.01(1.090) | 0.29(0.739) | 0.84(1.107) | 0.66 | 0.78 | 0.69 | 0.72 | 0.83 | 0.75 |
11 | 1.07(1.175) | 0.28(0.718) | 0.89(1.137) | 0.63 | 0.74 | 0.64 | 0.70 | 0.79 | 0.69 |
12 | 2.05(1.240) | 0.57(1.095) | 1.69(1.419) | 0.60 | 0.79 | 0.71 | 0.67 | 0.82 | 0.75 |
13 | 1.54(1.304) | 0.41(0.943) | 1.18(1.318) | 0.59 | 0.72 | 0.65 | 0.66 | 0.76 | 0.71 |
14 | 1.20(1.172) | 0.23(0.657) | 0.91(1.132) | 0.51 | 0.69 | 0.67 | 0.85 | 0.74 | 0.73 |
Scales and Descriptive | Days Per Week (Weekly Frequency) r | Minutes Per Day in a Weekly Day r | Minutes Per Day in a Weekend Day r | ||||||
---|---|---|---|---|---|---|---|---|---|
Computers | Tablets | Phones | Computers | Tablets | Phones | Computers | Tablets | Phones | |
CIUS | 0.18 ** | 0.08 | 0.09 | 0.37 ** | 0.25 ** | 0.24 ** | 0.39 ** | 0.28 ** | 0.21 ** |
CIUS–G | 0.14 ** | 0.2 7 ** | 0.07 | 0.27 ** | 0.26 ** | 0.05 | 0.22 ** | 0.21 ** | 0.02 |
CIUS–SNS | 0.09 | −0.02 | 0.21 ** | 0.11 * | 0.08 | 0.35 ** | 0.22 ** | 0.13 | 0.37 * |
M(SD) | 6.17(1.62) | 3.87(2.80) | 4.62(2.98) | 118.71(93.45) | 46.10(64.99) | 82.70(116.08) | 183.91(200.53) | 68.16(100.13) | 90.99(124.45) |
Item Number, Symptom According to Meerkerk et al., 2009 [39] and Charlton & Danforth, 2007 [25] | Descriptive M(SD) | Endorsement f i (%) | ||||
---|---|---|---|---|---|---|
CIUS | CIUS–G | CIUS–SNS | CIUS (n = 176) | CIUS–G (n = 51) | CIUS–SNS (n = 153) | |
1—Loss of control–Peripheral | 2.86(0.942) | 2.86(1.02) | 3.08(0.924) | 114(64.8) | 34(66.7) | 112(73.2) |
2—Loss of control–Peripheral | 2.91(0.987) | 2.59(1.134) | 3.07(0.926) | 124(70.5) | 28(54.9) | 113(73.9) |
3—Conflict–Core | 1.48(1.214) | 1.55(1.301) | 1.73(1.262) | 31(17.6) | 12(23.5) | 38(24.8) |
4—Preoccupation–Core | 1.53(1.008) | 1.82(0.974) | 1.25(1.079) | 26(14.8) | 11(21.6) | 18(11.8) |
5—Loss of control–Core | 1.85(1.162) | 1.59(1.236) | 1.67(1.261) | 43(24.4) | 13(25.5) | 41(26.8) |
6—Preoccupation–Peripheral | 1.70(1.039) | 1.71(1.082) | 2.04(0.973) | 39(22.2) | 9(17.6) | 46(30.1) |
7—Preoccupation–Peripheral | 1.9(1.057) | 2.18(1.072) | 1.94(1.04) | 52(29.5) | 19(37.3) | 41(26.8) |
8—Conflict–Core | 2.19(1.082) | 2.02(0.99) | 2.46(1.088) | 68(38.6) | 14(27.5) | 77(50.3) |
9—Loss of control–Peripheral | 1.56(1.057) | 1.20(1.077) | 1.70(1.181) | 29(16.5) | 7(13.7) | 37(24.2) |
10—Conflict–Core | 1.86(1.073) | 1.80(1.114) | 1.85(1.146) | 52(29.5) | 13(25.5) | 43(28.1) |
11—Conflict–Core | 1.97(1.146) | 1.67(1.089) | 1.82(1.227) | 53(30.1) | 12(23.5) | 40(26.1) |
12—Mood modification–Peripheral | 2.92(0.977) | 2.59(1.268) | 2.95(1.022) | 124(70.5) | 30(58.8) | 113(73.9) |
13—Mood modification–Peripheral | 2.48(1.181) | 2.12(1.291) | 2.30(1.22) | 97(55.1) | 20(39.2) | 67(43.8) |
14—Withdrawal–Core | 1.89(1.175) | 1.43(1.171) | 1.90(1.134) | 55(31.3) | 11(21.6) | 47(30.7) |
Pseudonyms | Variables | |||||
---|---|---|---|---|---|---|
Gender | Age | Civil Status | CIUS | CIUS–G | CIUS–SNS | |
Leia | Female | 31 | Partner | 24 | 29 | 17 |
Moira | Female | 20 | Single | 26 | 5 | 28 |
Aneka | Female | 20 | Partner | 37 | 14 | 37 |
Victor | Male | 20 | Single | 36 | 31 | 37 |
Elektra | Female | 35 | Divorced | 23 | 5 | 8 |
Carol | Female | 21 | Partner | 13 | 25 | 19 |
Scarlet | Female | 18 | Single | 8 | 0 | 21 |
Martin | Male | 19 | Partner | 9 | 22 | 4 |
Theme | Subthemes | ||
---|---|---|---|
CIUS–G | CIUS–SNS | ||
Causes | Individual facet | ‘I started to be a gamer at the same time I started at the university. It is quite usual in people who like technologies to have online hobbies, as we have difficulties communicating with other people; games could be an escape’ (Leia) ‘I think the pathology in gaming appears when you cannot avoid craving; when the negative feelings emerge from not being able to play, it is the lack of something in you’ (Victor) | ‘In the game, when you win you feel you are valorised; on Facebook, you only see positive things and this makes people feel positive, as it is easier to see someone through Facebook than call him or her’ (Elektra) |
Social facet | ‘What makes me play more and more is playing online with those I know, to compete among us’ (Victor) ‘I play League of Legends, a MMORPG, not a MOBA, as it needs an objective and it is a network; you play with friends, and this is what I really like’ (Martin) | ‘It is the wish to share; as sharing your emotions. Above all when there is good news you share it through Facebook’ (Moira) | |
Contextual facet | ‘Gaming can increase if there is a lot of free time, studying at university or being unemployed. Also because external relations are difficult, at school, friendships and above all in the family’ (Leia) | ‘With all technologies around us, you feel the obligation to be connected all the time, to know what is happening’ (Moira) |
Theme | Subthemes | Quotes | ||
---|---|---|---|---|
CIUS | CIUS–G | CIUS–SNS | ||
Development (addictive symptoms) | Salience | ‘If you have a need, such as looking for a job, and you always have your smartphone with you, you could get obsessive about checking the Internet continuously. You are in your own world. If I am not checking it, I think I am losing opportunities’ (Aneka) | ‘Gaming is excessive when it is a priority. Years ago, I felt I needed to play when I was going out with others, and I realised I had a problem. It is not a question of time playing. It is about when you cannot be without gaming, and there is no Internet. For instance, a gamer will take public transport for hours until finding a place with Internet to play video games. The gamer substitutes going out with friends for video gaming, and gamers are always connected even through a smartphone’ (Carol) ‘There are guild obligations, as we agree to be there to do something, and if you do not do it, you put people in trouble’ (Leia) ‘The ‘vagaries’ of life, there are periods when I wish to play. I do not think craving is in myself or my brain; I think it is outside’ (Carol) | ‘In the SNS we think of other things, to free our minds of negative feelings’ (Moira) |
Mood modification | ‘If I am sad, I watch an online series or films to cheer up, which sometimes is better than gaming’ (Carol) | ‘I integrate myself in the story and into a character of an MMORPG to disconnect with reality. When you have had a stressed day, your reward is gaming. As I made an effort, I have the right to escape; it is very relaxing’ (Carol) ‘When gaming (RPG or FPS) we can quickly become annoyed or nervous, but sometimes it’s the contrary, playing casual games helps you to relax. I have all types of different games I play depending on my mood, and how I want to balance my emotions’ (Leia) ‘When I am alone and upset, I play to calm myself, but I do not regulate myself as I feel tense or nervous after stopping’ (Martin) | ‘You go to Facebook to look for something to cheer you up’ (Moira) | |
Tolerance | ‘The feelings of success and gratification could be a stimulus that makes us think of the game and makes us feel well, and produces the wish to play’ (Carol) ‘I need to have my little dose every day to feel like I’m advancing in the game. Before I could play for 15 hours daily, but now only 2 h. For example, if you stop for a day everything is reset, so sometimes we have to play to keep the game and the gamers together, and when you win you are happy’ (Leia) | ‘It is the need to look into other’s lives. It is about being jealous, to posting pictures, messages, and to observing reactions through the numbers of likes and comments we receive, as these reinforce you’ (Elektra) | ||
Withdrawal | ‘Ten years ago, I had to play games on my computer. If I couldn’t, I was frustrated; it was emotionally automatic. I had only one desire: to enter the game and play’ (Leia) ’Once we were on vacation for weeks and I could not access the Internet, I felt the craving. I was thinking all the time about it. I learnt I could not put gaming as a priority, and I started to control the periods of gaming or not gaming’ (Carol) | |||
Conflict (intrapersonal and interpersonal) | ‘Problematic use is when the use of the Internet is affecting the family or the couple. Or if it is affecting sleep, work, or social life’ (Elektra) | ‘I was gaming in class sessions, when I came back home I spent whole nights on my computer gaming. I could play 15 or 16 hours per day, but other people left or hindered their studies or jobs, or had conflicts with their partners’ (Leia) ‘You neglect other activities, your course, your family, other social contacts, even your health. Gamers have a lack of vitamin D because they do not go out, they eat poorly and quickly, so they can return to the game’ (Carol) ‘Excessive gaming is evident as lack of sleep shows in your eyes; hygiene, as you are not taking showers for gaming; the body, as you skip meals. These have consequences for your family, life, and work. It is the same problem during adolescence or adulthood, but the consequences are worst in adulthood. It causes tiredness. It is a loop’ (Martin) ‘I think the more you play, the more it affects your vision; as you start to seeing images from your thoughts; and these are engaged with the game’ (Martin) | ‘When I am online too much, without sleeping and with troubles in my daily life, I have observed others like me have real problems with their studies, with both games and SNS’ (Moira) | |
Relapse | ‘If you want to leave a game such as a FPS, the group require you to return to maintain the same number of gamers in the teams as before. If not, they need to look for other gamers who are not so good. It is like a team sport, we have microphones, it is not simply a game, and it is another dimension. It is about speaking, planning strategies, indeed it is a world that we develop for a long time. Thus, when dates are fixed it is too restrictive’ (Victor) | |||
Difficulty to control it | ‘When I come home, I connect myself to Facebook from 5 to 10 or 11 pm, and if I cannot sleep, I use the Internet’ (Aneka) | ‘Each new version of an RPG causes an increment of gamers and game play again. These are persistent worlds and being in one country or another does not change anything’ (Leia) ‘You make a false plan; it’s almost a fake virtual plan’ (Victor) ‘One of my relatives was online gaming in an RPG with a guild, and we told him he needed to do something else, but he did not stop’ (Victor) | ‘When I play with my partner, he cannot stop gaming if he is not winning. It is a fact of being successful, to have a goal. When a gamer develops an addiction, I think it is because they are attached to a world which is not real life. This is different from SNS users who are overly connected with real life. Gaming and SNS are really different’ (Moira) | |
Continued use disregard | ‘I passed hours gaming even when my eyes hurt’ (Martin) | |||
Deceive | ‘I had an alternative life; it is like private groups in Facebook, but in the game, and we are constantly in communication through software. We have the impression of living a double life, we do not speak about our real lives in the game, because people ask questions and judge us. It is a secret double life, it is a habit, like a drug’ (Leia) |
Theme | Subthemes | ||
---|---|---|---|
CIUS–G | CIUS–SNS | ||
Consequences | Positive | ‘I play for the strategy, the research, the challenge, the learning through connections of things. We get into to a story and this promotes your memory, intelligence, and the capacity to maintain attention and quickly answer, to plan and foresee consequences, to adapt yourself. We are less confined in a virtual world and we could see and live more and differently than in real life’ (Leia) | ‘Facebook could be a place to meet with my partner, to communicate or play games. I need to maintain this bond daily to maintain our news’ (Moira) |
Negative | ‘Gaming is addictive without knowing exactly why. The people around you or your financial situation will not stop you, only the circumstances such as the professional world, physical problems, and a partner if he or she is not a gamer. Gamers can be confined and isolated; some of them have lost courses, jobs, partners; it can be dramatic’ (Leia) ‘Online games sometimes cause negative consequences at a social level, because these are simultaneously promoting isolation of the gamer; maybe there were previous social problems which promoted this isolation through online games. In any case, there is a progressive reclusion, I have observed this in a close friend’ (Victor) | ‘Playing games excessively is a step out of reality; they should go outdoors more, as SNS users usually do’ (Moira) | |
Neutral | ‘Gaming is for curiosity, for enjoyment; gaming makes you happy; it does not always affect your real life’ (Carol) | ‘I am also very curious about newsfeeds’ (Moira) |
Theme | Subthemes | Quotes | ||
---|---|---|---|---|
CIUS | CIUS–G | CIUS–SNS | ||
Prevention | Risk factors | ‘A close friend lost a relative, and he was gaming between 5-6 hours per day, plus watching online series, which affected his studies. It was to compensate for the loss. Now he has reduced his gaming and we do other things’ (Carol) | ‘I had a growing crisis in my adolescence; I had to detach from my family, and I could not do it physically, only through the games. I discovered another world and friends’ (Carol) ‘When I was an adolescent, I spent a lot of time at home alone gaming. In University you live alone, and you do what you want’ (Martin) ‘I had a friend who had difficulties with his father, then he played games to prove his value, as he needed to valorise himself, to obtain recognition’ (Carol) ‘I had a boyfriend who introduced me to gaming; it became a vicious circle. There were a lot of external thoughts that made us think about the game, remembering our wellbeing when gaming or the feeling to do something which challenged us was hard; but I started to look for real accomplishments’ (Carol) ‘I know someone who was an extreme gamer, and he smoked cannabis and played video games simultaneously which became a habit. The cannabis was only reinforcing the habit. The cause was that he was living alone with a parent who worked a lot. He only stopped to help his parent, but he spent the money to buy things for the MMORPG, or to buy cannabis’ (Martin) ‘There is a system that makes you play more, as you win and you are repaid receiving points. These points let you buy characters without real money; although you could buy things for the game with real money. It is a vicious cycle. The virtual money is the points you accumulate, and there is a ranking; then reputation also makes you play more’ (Martin) | ‘A trauma could encourage you to stay behind the computer’ (Moira) ‘I had a close friend who was using the SNS all day until she found a partner. Problematic use could appear in a period of solitude to replace the lack of relationships with others’ (Elektra) ‘I was on Facebook a lot when I broke up with my partner; to avoid thinking’ (Scarlet) |
Protective factors | ‘I had a friend who could not control his time online. I recommended dancing to him, as I had other hobbies apart of the Internet, like dancing 4 hours per week which diminished the hours of my gaming’ (Carol) ‘There is eSport at a global level, which is a way to win money, where you have to have real teams to compete. They are famous, and win a lot of money with sponsors. I think these gamers are not addicts, as their rewards are real, they are professional gamers; this is a career’ (Martin) | ‘My parents were against the technologies. We did not receive education about them, and we were too connected at home. Thus, they started to switch off the Wi-Fi in the evening, encouraged us to go out, to start doing other activities: dance, music’ (Moira) |
Criteria | Frequency of Agreement | Quotes |
---|---|---|
1: Preoccupation | ∑ = 8 | ‘This is a good criterion, if we are only thinking about what is happening through Facebook, it’s as if we are addicted to it’ (Moira, as a social networker) ‘It remains in your head, we are permanently thinking, but it is also constantly in your feelings. Thus, I think this criterion should include feelings, and the cause of the suffering’ (Victor, as a gamer) ‘I would eliminate the phrase ‘a lot of time’, as it requires reflection’ (Elektra, as a social networker) ‘The problem is when you recognise your strange behaviour when not gaming: the gamer is thinking of the game outside the game, such as reflecting on strategies for playing. I have also observed this in girls who excessively shop online’ (Carol, as a gamer) |
2: Withdrawal | ∑ = 10 | ‘This is a good criterion, it is difficult to stop using Facebook. I am a bit addicted as I am on it 3-4 hours a day. I have started to tell myself I should do another thing in these hours, but I have not stopped. It is a need, but it is different from other online activities because it’s about being in touch’ (Moira, as a social networker) ‘This is the most important criterion because the diagnostic includes suffering, what the user feels’ (Victor, as a gamer) ‘I think it should be divided into two criterions as there are two different verbs which refer to two different things’ (Elektra, as a social networker) ‘These excessive gamers can be with you to a degree, but they are so nervous and anxious to return to the games’ (Martin, as a gamer) |
3: Tolerance | ∑ = 1 | ‘Only if the game is not on computers. I think it is not that relevant, as I did not have this need as stated, but I was addicted to games’ (Leia, as a gamer) ‘To have a hobby which you would like to do more or improve is not a problem, as long as there are no financial problems. Everybody is online’ (Victor, as a gamer) ‘I would eliminate the words ‘excitation’ and ‘pleasure’ as these are intimate words, the word ‘satisfaction’ is better. Should add the notion of frequency, as in the SNS we are not spending much time but a lot of times’ (Elektra, as a social networker) ‘When one is addicted to a game there is no need to play more for the same state of excitement; the problem is that we do not want to leave the game. This behaviour is not like drugs; we do not need to increment the dose, above all for MMORPG. For those who have problems, to invest money in improving their materials to play could be a sign. If the gamer has this problem is because he or she has trouble with the excitement. Gaming addicts want to acquire more and more, as the feeling is not to wait, because the game continues without the gamer. I only accumulate accomplishments for avoiding the fear of losing, for not losing events’ (Carol, as a gamer) ‘To have new materials improves your quality of playing games, then more time and more things, the question is complex’ (Martin, as a gamer) |
4: Reduce or stop | ∑ = 7 | ‘Some gamers are not aware of their problem, but when they realise, they have already achieved a step towards recovery’ (Leia, as a gamer) ‘I think this criterion is above all for those who spend too much time alone’ (Moira, as a social networker) ‘I think it is for users who are aware of their excessive use, but there are periods in life you are not aware of it; it is a global unhappiness’ (Elektra, as a social networker) ‘You never take the pauses even when thinking of them’ (Martin, as a gamer) |
5: Give up other activities | ∑ = 10 | ‘This is a good criterion, but it is important to be aware this affects real life’ (Leia, as a gamer) ‘This is a fundamental criterion. Others stop their activities to be in the SNS’ (Moira, as a social networker) ‘The problem is users could consider their online activity as a sole hobby’ (Elektra, as a social networker) ‘I know I had an excessive gaming behaviour, playing a lot with craving, but nobody knew about it, as I was doing ‘normal’ life in school, and with other activities. You could be an addict and not accomplish this criterion’ (Carol, as a gamer) ‘This is a discriminative criterion, the impact on your life, when will everything be affected. I have lived it. It lacks the notion of time, the frequency when gaming’ (Martin, as a gamer) |
6: Continue despite problems | ∑ = 10 | ‘It is a good criterion if SNS are affecting our relationships negatively; as when you are going out to dinner, and everybody is always on their smartphones chatting by the SNS instead of with those who are at the dinner’ (Moira, as a social networker) ‘It is important, but maybe the user is not aware and continues gaming’ (Victor, as a gamer) ‘As the previous one, you could be an addict gamer and not accomplish this criterion, as others will not observe it’ (Carol, as a gamer) ‘This is only useful if the person is conscious’ (Martin, as a gamer) |
7: Deceive or cover-up | ∑ = 9 | ‘This is a good criterion. Gamers are a bit ashamed as we live in persistent worlds and we communicate with friends who are gamers’ (Leia, as a gamer) ‘This is a good criterion, if the user is conscious he or she is addicted to SNS’ (Moira, as a social networker) ‘This depends on the context, such as a strict family which puts pressure on you, maybe you will secretly game ‘(Victor, as a gamer) ‘In the moment the gamer lies he or she is conscious’ (Martin, as a gamer) |
8: Escape adverse moods | ∑ = 9 | ‘This is a good criterion, as there are users who use the games as a shelter’ (Leia, as a gamer) ‘This is a criterion for those who play video games, but it should differentiate those who play for coping with a traumatic experience and those who play without any excuse’ (Moira, as a social networker) ‘Some gamers play to compensate, but others for the adrenaline, some to be alone, some to be happy’ (Carol, as a gamer) ‘It is needs to include the notion of frequency to achieve the concept of habit’ (Martin, as a gamer) |
9: Risk or loss of relationships or opportunities | ∑ = 13 | ‘This is a good criterion too, as it is influencing real-life’ (Leia, as a gamer) ‘This is a good criterion, it is too extreme but exists’ (Moira, as a social networker) ‘It is a subjective criterion because maybe the gamer treats this activity as work and he is fine like this, but if he is not aware and it affects him negatively, it is a problem (Victor, as a gamer) ‘If you say yes, you could be an addict gamer; but if you say no, maybe you are accomplishing the criterion without being aware of it, and you could pass as healthy when you are not’ (Carol, as a gamer) ‘This is the most discriminative, as we lost something for playing and the addiction takes something from you’ (Martin, as a gamer) |
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Lopez-Fernandez, O. Generalised Versus Specific Internet Use-Related Addiction Problems: A Mixed Methods Study on Internet, Gaming, and Social Networking Behaviours. Int. J. Environ. Res. Public Health 2018, 15, 2913. https://doi.org/10.3390/ijerph15122913
Lopez-Fernandez O. Generalised Versus Specific Internet Use-Related Addiction Problems: A Mixed Methods Study on Internet, Gaming, and Social Networking Behaviours. International Journal of Environmental Research and Public Health. 2018; 15(12):2913. https://doi.org/10.3390/ijerph15122913
Chicago/Turabian StyleLopez-Fernandez, Olatz. 2018. "Generalised Versus Specific Internet Use-Related Addiction Problems: A Mixed Methods Study on Internet, Gaming, and Social Networking Behaviours" International Journal of Environmental Research and Public Health 15, no. 12: 2913. https://doi.org/10.3390/ijerph15122913
APA StyleLopez-Fernandez, O. (2018). Generalised Versus Specific Internet Use-Related Addiction Problems: A Mixed Methods Study on Internet, Gaming, and Social Networking Behaviours. International Journal of Environmental Research and Public Health, 15(12), 2913. https://doi.org/10.3390/ijerph15122913