Relationship of Internet gaming disorder with dissociative experience in Italian university students

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De Pasquale et al. Ann Gen Psychiatry (2018) 17:28 https://doi.org/10.1186/s12991-018-0198-y

Open Access

PRIMARY RESEARCH

Relationship of Internet gaming disorder with dissociative experience in Italian university students Concetta De Pasquale1*, Carmela Dinaro2 and Federica Sciacca1

Abstract  The purpose of this study was twofold: (a) to investigate the prevalence of Internet gaming disorder (IGD) among Italian university students and (b) to explore the associations between the former and dissociative phenomena. The sample included 221 college students, 93 males and 128 females, aged between 18 and 25 (M = 21.56; SD = 1.42). They were asked to state their favourite games choice and were administered a demographic questionnaire, the APA symptom checklist based on the diagnostic criteria of IGD in the DSM-5, the Internet Gaming Disorder Scale Short Form (IGD9-SF) and the Italian version of dissociative experience scale for adolescents and young adults. The different game types used are distributed as follows: Massively Multiplayer Online Role-Playing Game (30%), flash games (26%), multiplayer games (24%), and online gambling (23%). The results of the study showed a high incidence of Internet gaming disorder risk in college students (84.61%). Specifically, our data confirmed the literature on the incidence of the male gender bias among online players (M = 28.034; SD = 2.213). Thirty-three subjects (31 male and 2 female) on 221 (14.9%) matched five or more criteria for clinical diagnosis of IGD. The data showed a positive correlation between Internet gaming disorder risk and some dissociative experiences: depersonalisation and derealisation (AbII/item6 r = .311; DD/item6 r = .322); absorption and imaginative involvement (AbII/item2 r = .319; AbII/item8 r = .403) and passive influence (PI/item3 r = .304; PI/item4 r = .366; PI/item9 r = .386). This study shedded light on psychopathological aspects that preceded the spread of IGD and encourages the implementation of a programmatic plan of preventative interventions by Italian public institutions, to prevent and tame the spreading of such addictive behaviours. Keywords:  Addiction, Dissociative experience, Young adults, Internet gaming disorder Introduction The online game in contemporary society is a problem that should not be underestimated. Selnow stated that video games are a sort of “electronic friend” that provide the company and satisfy the relational needs of an individual [1]. The game has been a human life’s constant since the past times. Callois revised the anthropological concept of game, describing it as a free and voluntary activity, source of joy and fun that can have a negative aspect; if the game goes beyond its limits, if it loses its free character and *Correspondence: [email protected] 1 Department of Education Science, University of Catania, Via Teatro Greco, 84, Catania, Italy Full list of author information is available at the end of the article

separated from reality, it can only produce “derived” and “corrupted” forms [2]. The widespread diff