Contextualizing Pathological Gaming: – A Proof-of-Concept Study
- Capser Boonen,
- Mikkel Christiansen,
- Agnete Ilsøe,
- Marie Staunstrup,
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewOpen access
Publication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewHost publication Subtitle
The Game is the MessageOriginal language
EnglishPages from-to (Number of pages)
Pages 1-14Publication milestones
- Published - 2018
Publication status
Published - 2018
Publisher
Digital Games Research AssociationHost publication title
DiGRA '18 - Proceedings of the 2018 DiGRA International ConferenceAbstract
In 2013, “Internet Gaming Disorder” (IGD) was proposed as a formal disorder, by the American Psychiatric Association (APA).
We present the results of a qualitative interview study wherein we apply a screening tool to “gaming professionals”. We compare our subjects’ perception of their own gaming habits, with how they are scored by a questionnaire and discuss where and how they differ or overlap. Our results indicate that screening tools designed to measure game addiction may not measure what they are intended to measure. Questionnaire items that are not properly contextualized may over-pathologize otherwise healthy players without appropriate context. The context of the individual’s everyday life is crucial to understanding and evaluating their relationship to gaming. We argue, that de- contextualized questionnaire items are insufficient to gauge whether a given behaviour is problematic and if those problems are best understood as an addiction or something else.
We present the results of a qualitative interview study wherein we apply a screening tool to “gaming professionals”. We compare our subjects’ perception of their own gaming habits, with how they are scored by a questionnaire and discuss where and how they differ or overlap. Our results indicate that screening tools designed to measure game addiction may not measure what they are intended to measure. Questionnaire items that are not properly contextualized may over-pathologize otherwise healthy players without appropriate context. The context of the individual’s everyday life is crucial to understanding and evaluating their relationship to gaming. We argue, that de- contextualized questionnaire items are insufficient to gauge whether a given behaviour is problematic and if those problems are best understood as an addiction or something else.
Access to documents
Related Event
Title
DiGRA 2018: The Game is the Message
Event type
ConferenceLinks
Degree of recognition
International eventDate
25/07/2018 - 28/07/2018Location
University of Turin - Campus Luigi EinaudiTurinItaly
