Adolescent Internet gaming addiction and personality characteristics by game genre

PLoS One. 2022 Feb 10;17(2):e0263645. doi: 10.1371/journal.pone.0263645. eCollection 2022.

Abstract

With the emergence of a new concept called 'Internet Gaming Disorder' in DSM-5 and ICD-11, related research is underway around the globe. However, not enough literature on Internet gaming addiction has considered the diversity in game genres. Internet gaming addiction may take on a different form according to the particular characteristics of a game being played. To better understand adolescent Internet gaming addiction, this study sought to identify the differences in Internet gaming addiction and personality characteristics based on the game genre played. A total of 3,217 elementary and middle school students across Korea participated in the survey that included the Maladaptive Game Use Scale and the Adolescent Personality Questionnaire. ANOVA analysis revealed that Internet gaming addiction and personality characteristics varied according to the game genre played. In particular, post-hoc tests showed that Real-Time Strategy (RTS) and First-Person Shooter (FPS) game users have higher levels of tolerance, withdrawal, and neglect of everyday life compared to other genres such as Role-Playing Game (RPG), Racing, and Arcade/Shooting. Also, Internet gamers users of particular genres showed significantly lower self-esteem (Arcade/Shooting), conscientiousness (Racing), empathy (RPG), and sense of community (Racing and RTS) scores than comparison group. The implications of the study results were discussed with a special emphasis on Internet gaming addiction interventions.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Adolescent
  • Child
  • Empathy
  • Female
  • Humans
  • Internet Addiction Disorder / epidemiology*
  • Internet Addiction Disorder / psychology
  • Male
  • Personality
  • Republic of Korea / epidemiology
  • Self Concept
  • Students / psychology*
  • Video Games / classification*
  • Video Games / psychology
  • Video Games / statistics & numerical data

Grants and funding

This work was supported by the Ministry of Education of the Republic of Korea and the National Research Foundation of Korea (NRF-2020S1A3A2A02103411), granted to D.I. Kim and J.K. Nam. Ministry of Education of the Republic of Korea (http://english.moe.go.kr/main.do?s=english). National Research Foundation of Korea (https://www.nrf.re.kr/eng/index). The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.