Evidence map›Paper›PMID 30203694›Full record

ArticleJournal of behavioral addictions2018

May the passion be with you: The addictive potential of collectible card games, miniatures, and dice of the Star Wars universe.

Fran Calvo, Xavier Carbonell, Ursula Oberst, Héctor Fuster

Open access · goldAbstract read
In one paragraph

Article in Journal of behavioral addictions, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed
3.0field-weighted citation impact, top 7% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

6 citing papers in PubMed, 14 citations in OpenAlex.

  1. Article
  2. Review
  3. How much online pornography is too much? A comparison of two theoretically distinct assessment scales.Archives of public health = Archives belges de sante publique · 2024
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  4. Article
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  6. Absence of Objective Differences between Self-Identified Addicted and Healthy Smartphone Users?International journal of environmental research and public health · 2021
    Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors at 2 institutions in 1 country.

Fran Calvo1 Department of Pedagogy, FPE, University of Girona , Girona, Spain.
Xavier Carbonell2 Department of Psychology, FPCEE, Ramon Llull University , Barcelona, Spain.
Ursula Oberst2 Department of Psychology, FPCEE, Ramon Llull University , Barcelona, Spain.
Héctor Fuster3 School for Interactive New Technologies (Escola de Noves Tecnologies Interactives, ENTI) , Barcelona, Spain.
Universitat Ramon Llull · ESUniversity of Girona · ES

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

BACKGROUND AND

aimsIn recent years, we have witnessed a growing research interest in behavioral addictions and in pleasurable behaviors that generate a certain discomfort in the people who engage in them. The objective of this study was to assess if users of collectible card games, miniatures, and dice from the Star Wars Universe Games (SWUG) may also present criteria of addiction and if the presence of these criteria is related to demographic variables, game-playing habits, and other variables.

methodsSWUG players were contacted through specialized gaming chats, and 218 of them completed the Internet Gaming Disorder Scale - Short Form (IGDS-SF9), a scale that assesses motivation to engage in the game (Massively Multiplayer Online Motivations Scale), the Rosenberg Self-Esteem Questionnaire, the Diener Satisfaction with Life Scale, and a question for the self-assessment of addiction.

resultsSignificant predictors of addictive symptoms were the motivation to seek dissociation and (negatively) self-esteem. Users more significantly dedicate indirect hours to the game (thinking about the game, preparing material, etc.) than to actually playing. No participant could be considered pathologically addicted, as no one scored above the tentative cut-off point of the IGDS-SF9. DISCUSSION AND

conclusionsDespite the fact that many players considered themselves "addicted" and some presented various economic and family problems related to their activity, it was found that playing these games could not be equated to true addictive behavior, since no player had scores above the cut-off point. This finding contributes to current discussions about the tendency to overestimate excessive pleasurable behaviors.

Indexed as

Behavior, AddictiveGames, RecreationalInternetAdolescentAdultFemaleHumansMaleMiddle AgedMotion PicturesMotivationPersonal SatisfactionSelf ConceptYoung Adultanalogical gamesbehavioral addictionsgamingInternet gaming disordermotivations to game-playingself-esteem

Identifiers

PMID30203694
PMCPMC6426359
OpenAlexW2895180977

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.