Gaming disorder and stigma‐related judgements of gaming individuals: An online randomized controlled trial

Background and aims The inclusion of gaming disorder (GD) in the International Classification of Diseases 11th Revision (ICD‐11) has generated scholarly debate, including claims about its potential stigmatizing effects on the wider gaming population. The present study aimed to estimate the effect of...

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Bibliographic Details
Published inAddiction (Abingdon, England) Vol. 118; no. 9; pp. 1687 - 1698
Main Authors Galanis, Christina R., Weber, Nathan, Delfabbro, Paul H., Billieux, Joel, King, Daniel L.
Format Journal Article
LanguageEnglish
Published England Blackwell Publishing Ltd 01.09.2023
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Summary:Background and aims The inclusion of gaming disorder (GD) in the International Classification of Diseases 11th Revision (ICD‐11) has generated scholarly debate, including claims about its potential stigmatizing effects on the wider gaming population. The present study aimed to estimate the effect of addiction‐based and non‐addiction–based conceptualizations of problem gaming on stigma of gamers. Design This preregistered experiment involved a 2 (health information: addiction‐related or non‐addiction‐related) × 3 (vignette: problem, regular or casual gamer) randomized, between‐subjects design. Setting An international sample of participants was recruited via Prolific in June and July 2021. Participants Participants were eligible (n = 1228) if they were aged 35 to 50 years, played video games for no more than 6 hours per week and did not endorse DSM‐5 or ICD‐11 criteria for GD. Intervention and comparator Participants were provided with an explanation of problem gaming as related to either an addictive disorder (i.e. ‘addiction’ explanation) or personal choice and lifestyle factors (i.e. ‘non‐addiction’ explanation). Measurements The Attribution Questionnaire (AQ) and Universal Stigma Scale (USS) assessed stigma toward each gamer vignette. Vignettes described a problem gamer (with features of GD); a regular gamer (frequent gaming; some life interference); and a casual gamer (infrequent gaming; no life interference). Findings Problem gamer vignettes (mean [M] = 113.3; 95% CI = 111.5–115.4) received higher AQ stigma ratings than regular (M = 94.0; 95% CI = 91.9–95.9) and casual gamers (M = 80.1; 95% CI = 78.2–82.1). Although significant, the effect of health information type on AQ stigma ratings was negligible (addiction group [M = 97.6; 95% CI = 95.9–99.1], non‐addiction group [M = 94.1; 95% CI = 92.6–95.8]). However, the addiction information group scored lower on USS blame and responsibility than the non‐addiction information group with at least a small effect (99.1% confidence). Conclusions Framing of problem gaming as an addictive disorder or non‐addictive activity appears to have a negligible effect on stigma of different gamers among middle‐age adults with minimal gaming experience. The concept of ‘gaming addiction’ seems unlikely to be an important influence on public stigma of gaming.
Bibliography:Funding information
This work received financial support from the Breakthrough Mental Health Research Foundation. The funding body had no influence on study design; collection, analysis and interpretation of data; writing of the report; and decision to submit the article for publication.
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ISSN:0965-2140
1360-0443
1360-0443
DOI:10.1111/add.16211