The Italian version of the Young's Internet Addiction Test (IAT) was administered online to a sample of Italian chatters (n = 236) who were different in terms of gender, age, and occupation. Results revealed that young users are more at-risk subjects for Internet addiction than adults, perceiving a compromised social and individual quality of their life that led them to make a compensatory usage of the Internet. Similarly, employed users perceive their social and individual quality of life as more compromised by the Internet than students. Moreover, subjects who declared spending much time online obtained IAT scores higher than others in all the IAT subscales. Finally, nightly users are more at-risk subjects for developing an Internet addiction disorder, diminishing their individual quality of life and disabling their time control.
Background: A positive relationship between problematic gaming and escapism motivation to play video games has been well established, suggesting that problematic gaming may result from attempts to deal with negative emotions. However, to date, no study has examined how emotion dysregulation affects both escapism motives and problematic gaming patterns. Methods: Difficulties in emotion regulation, escapism, and problematic involvement with video games were assessed in a sample of 390 World of Warcraft players. A structural equation modeling framework was used to test the hypothesis that escapism mediates the relationship between emotion dysregulation and problematic gaming. Results: Statistical analyses showed that difficulties in emotion regulation predicted both escapism motives and problematic gaming, and that escapism partially mediated this relationship. Conclusion: Our findings support the view that problematic players are likely to escape in online games as a maladaptive coping strategy for dealing with adverse emotional experiences.
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