Research into Internet Gaming Disorder (IGD) literature largely uses cross-sectional designs and seldom examines gaming context-related factors. Therefore, the present study combined a cross-sectional and longitudinal design to examine depression and the gamer-avatar relationship (GAR) as risk factors in the development of IGD among emerging adults. IGD behaviors of 125 gamers (64 online gamers, Mage = 23.3 years, SD= 3.4; 61 offline gamers, Mage = 23.0 years, SD= 3.4) were assessed using the nine-item Internet Gaming Disorder Scale Short Form (IGDS-SF9; Pontes & Griffiths, 2015). The Self-Presence Scale (Ratan & Dawson, 2015) and the Beck Depression Inventory (Beck, Steer, & Brown, 1996) were also used to assess gamers' levels of GAR and depressive symptoms respectively. Regression and moderation analyses revealed that depression and the GAR act as individual risk factors in the development of IGD over time. Furthermore, the GAR exacerbates the IGD risk effect of depression.Keywords: Internet Gaming Disorder; Video gaming; Gamer-avatar relationship; Online addiction; Depression 3
IntroductionThe expansion of online gaming has led to excessive and potentially problematic gaming among a small minority of individuals (Pontes & Griffiths, 2014). The first commercial video games made their debut in the US in the 1970s, and by the early 1980s reports of video gaming addiction began to appear in academic literature (Kowert & Quandt, 2015). In the 2000s there was a substantial growth in video game playing, video game addiction, and associated research (Griffiths, 2015). As the medium has developed, it has enabled an online environment where gamers can gather virtually and create global online communities (Griffiths, 2015). Consequently, there has been a significant growth over the last decade of research examining both online video gaming and video game addiction (Griffiths, van Rooij et al., 2016; Petry et al., 2014; Petry et al., 2014).Various terms have been employed to define excessive online video gameplay such as 'problem video game playing', 'video game addiction', 'internet gaming addiction', 'pathological video game use', 'problem video game play', 'online gaming addiction', 'video game dependency', 'pathological gaming', and 'problematic online gaming ' (Pontes & Griffiths, 2014). The wide variety of names, definitions, and diagnostic instruments applied to problematic video gaming has resulted in inconsistencies among researchers considering the prevalence of the behavior (King, Haagsma, Delfabbro, Gradisar, & Griffiths, 2013; Kuss & Griffiths, 2012a; Petry et al., 2014). In May 2013, the American Psychiatric Association (APA, 2013) introduced the classification of Internet Gaming Disorder (IGD; i.e., the problematic use of online video games) as a condition worthy of further study in the latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5).Literature reviews have identified a diagnostic overlap between studies that had previously investigated problem...