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9. People with Internet Gaming Disorder Show More Online Play Than Offline

Source:http://www.kotaku.com.au
Internet Gaming Disorder (IGD) is a more recent term that is described as a problematic or pathological involvement with computer or video games. 

Gaming Disorder is when a player meets five or more of the proposed criteria: preoccupation, tolerance, withdrawal, persistence, escape, problems, deception, displacement, and conflict.  The definition of IGD also further states that only the use of video games, not gambling or any other kind of Internet use, must cause significant impairment to constitute the disorder.

Jeroen S. Lemmens and Stefan J.F. Hendriks conducted this study to analyze whether this disorder is more related to playing online (internet) gaming or offline gaming. It also looked into different kinds of gaming genres and how there can be a possible relationship within online gaming and with IGD in general.  Gender can also play an important role in IGD.

There was a significant positive correlation with time spent gaming both online and offline with IGD. Even though time spent gaming for both online and offline games is related to IGD, there is a much stronger correlation between IGD and online gaming.  


General Gamers Mentioned and Played Shooting Genre Games the Most


The study on IGD also looked into the broader picture of gamers and genre preference.  The respondents partaking in the study were asked which games did they play the most in the last six months and could report up to two games.  They then classified games into nine possible genres: Action/adventure, Sports, Role-Playing Games, Strategy, Simulation, Puzzle, Shooter, Racing, and Fighting. If the games did not fit the classified genres, they would be categorized under other.  






There was an overall of 2,720 reported games.  The graph to the right shows the breakdown of the percentage games that were classified under each genre.  As seen, shooter games were the most popular at 18.6% of reported games, followed by Action/Adventure, Puzzles, and Role-Playing Games among the top genres of games being played.






It was also reported that Shooting games logged the most time spent playing.  Gamers played Shooters for 2.2 hours per week, Action/adventure games for more than 1.8 hours per week, and RPGs for 1.3 hours per week, while Puzzle games were played for only 45 minutes per week.

People with Internet Gaming Disorder Prefer Role Playing and Shooting Games More than General Gamers


According to the IGD study, within the respondents who participated, they categorized those who would be considered "disordered gamers" based on a scale they used and if they met at least five criteria mentioned earlier: preoccupation, tolerance, withdrawal, etc. They then compared time spent on certain genres and how it compares to general gamers.  They also looked into time spent on each genre and how it affected the scale used for IGD.

It was found that there was a significant difference between "disordered gamers" and general gamers.  "Disordered gamers" spent much more time playing Shooters and Role-Playing Games, especially online ones.  They spent twice as much time than general gamers did in playing online games.  

Results also revealed that Shooters and Role-Playing Games had a major impact on IGD, including both online and offline, but online gaming showed a stronger impact.  Because Shooters and Role-Playing Games were much more significant than the other genres; Strategy, Puzzle, Racing, and Fighting, they left out data on those genres because they did not show a significant effect on IGD.



Compared to general gamers, they preferred mainly two types of genres.  Even though shooters were the most popular genre amongst general gamers, the graph shown earlier presented a relatively even distribution amongst genres selected while "disordered gamers" mainly focussed on the two genres while the rest were not relevant.  


Massive Multiplayer Online Role-Playing Games Show Both Helpful and Harmful Effects on Psychosocial Well-Being 


A review article was done by Jonathan Scott and Alison P. Porter-Armstrong to critically appraise research done on online gaming and to determine whether or not massive multiplayer online role-playing games (MMORPGs) impact the psychosocial well-being of adolescents and young adults. They examined how different studies approached the subject and how each of them conducted its study and basis.  

Multiple studies looked into the online environment and more specifically the design of MMORPGs and how it suggests both positive and negative impacts on the gamer's health. Some of the studies looked at if MMORPGs had effects on well-being, sleep, socialization, and academic work.  Other studies investigated the correlation between online gaming and escapism, whether the time spent on online gaming can be related to depression symptoms, and online gaming with problem behavior.  

They concluded through their review that all the studies strongly correlated MMORPG with "helpful and harmful impact to the psychosocial well-being" but also "only tentative statements can be made about the nature of this impact." 

At the same time they suggested that studies should investigate whether playing MMORPGs and online gaming is a helpful and successful method of alleviating stress.  Additionally, more studies are recommended to "further elucidate both the clinical implications and potentialities of this most modern of leisure occupations." 

Males Spend More Time Gaming than Females in General


http://ideas.ted.com
Gender has always been considered when researching gaming and has shown again to have a major factor into playing video games.

The IGD study found that males spent more time gaming than females, including playing online.  It also observed that males spent more time playing Shooting, Action/Adventure, Role-Playing games, Strategy, and Racing games.  Females on the other hand spent the most time on simulation and puzzle games. 

Another study was conducted by M. H. Phan, J. R. Jardina, and W.S. Hoyle about the preference of gaming types for each gender.  They explored gaming patterns by gender and also video game usage, preference, behavior,  and spending habits by both males and females.

They found that males overwhelmingly played more violent games then females, although females played both violent and nonviolent games almost equally.  Males also preferred games of Strategy, Role-Playing, Action, and Fighting genres compared to females who preferred Social, Puzzle/Card, Music/Dance, Educational/Edutainment, and Simulation genres.


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