Personality traits and psychopathology in adolescents with videogame addiction

Adicciones. 2023 Jul 1;35(2):151-164. doi: 10.20882/adicciones.1629.
[Article in English, Spanish]

Abstract

Gaming disorder (GD) was recently included in the 11th edition of the International Classification of Diseases. A cross-sectional study was conducted in five secondary schools, with a final sample of 119 students. A diagnosis of GD was made in 6.4% (n = 23) of this sample. Compared with healthy subjects, adolescents with GD showed low levels of conscientiousness (F = 7.82; p = .001) and agreeableness (F = 3.31; p = .041) and scored higher in school maladjustment (SMC; F = 9.23; p < .001). Two discriminating functions were obtained that allowed us to predict patient group allocation with a success rate of 60.5% (Z1 = 0.406 × Sex + 0.560 × Conscientiousness - 0.677 × SMC; Z2 = 0.915 × Sex + 0.191 × Conscientiousness + 0.326 × SMC). Subjects with addiction differed from healthy subjects in presenting school maladjustment and low consciousness, while both groups of subjects with addiction differed in that video game addiction was proportionally higher in boys. The probability of GD was higher if subjects were male (OR [95% CI]) = 4.82 [1.17-19.81]; p = .029) and had school maladjustment (OR [95% CI] = 1.08 [1-1.17]; p = .047); while that of substance use disorder was higher if the subjects had neuroticism (OR [95% CI] = 1.07 [1-1.14]; p < .040), clinical maladjustment (OR [95% CI] = 1.10 [1.01- 1.20]; p = .020), school maladjustment (OR [95% CI] = 1.06 [1-1.13]; p = .048), low personal adjustment (OR [95% CI] = 0.94 [0.88-0.99]; p = .047) and emotional symptoms (OR [95% CI] = 0.86 [0.78-0.96]; p = .006).

El trastorno por uso de videojuegos se incluyó recientemente en la 11ª edición de la Clasificación Internacional de Enfermedades. Se realizó un estudio transversal en cinco institutos, con una muestra final de 119 alumnos. El 6,4% (n = 23) de los sujetos tenía trastorno por uso de videojuegos. Los adolescentes con trastorno por uso de videojuegos mostraron bajos niveles de consciencia (F = 7,82; p = ,001) y amabilidad (F = 3,31; p = ,041); y puntuaron más alto en inadaptación escolar (SMC; F = 9,230; p < ,001) que los sanos. Obtuvimos dos funciones discriminantes que clasificaban correctamente al 60,5% (Z1 = 0,406 × Sexo + 0,560 × Conciencia - 0,677 × SMC; Z2 = 0,915 × Sexo + 0,191 × Conciencia + 0,326 × SMC). Los sujetos con adicción se diferenciaban de los sanos en presentar inadaptación escolar y baja conciencia, mientras que ambos grupos con adicción se diferenciaban en que los alumnos con adicción a videojuegos eran en mayor proporción varones. La probabilidad de trastorno por uso de videojuegos aumentaba si el sujeto era varón (OR [CI 95%] = 4,82 (1,17-19,81); p = ,029) con inadaptación escolar (OR [IC 95%] = 1,08 (1-1,17); p = ,047); mientras que el trastorno por uso de sustancias aumentaba si el sujeto presentaba neuroticismo (OR [IC 95%] =1,07 [1-1,14]; p < ,040), desajuste clínico (OR [IC 95%] = 1,10 [1,01-1,20]; p = ,020), inadaptación escolar (OR [IC 95%] = 1,06 [1-1,13]; p = ,048), bajo ajuste personal (OR [IC 95%] = 0,94 [0,88-0,99]; p = ,047) y síntomas emocionales (OR [IC 95%] = 0,86 [0,78-0,96]; p = ,006).

MeSH terms

  • Adolescent
  • Cross-Sectional Studies
  • Female
  • Humans
  • Male
  • Mental Disorders*
  • Personality
  • Technology Addiction
  • Video Games* / psychology