Evidence map›Paper›PMID 36763334›Full record

ArticleJournal of behavioral addictions2023

A latent profile approach for classifying internet gamers based on motives for online gaming.

Bin-Na Kim, Hyo Shin Kang, Jungkyu Park

Abstract read
In one paragraph

Article in Journal of behavioral addictions, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

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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

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3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Article
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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

3 authors.

Bin-Na Kim1Department of Psychology, Gachon University, Seongnam, South Korea.ORCID 0000-0003-2667-193X
Hyo Shin Kang2Department of Psychology, Kyungpook National University, Daegu, South Korea.ORCID 0000-0001-8965-4278
Jungkyu Park2Department of Psychology, Kyungpook National University, Daegu, South Korea.ORCID 0000-0002-8320-576X

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background and aims: Online gaming motives have proven to be useful in differentiating problematic engagement in online gaming. However, the mixture modeling approach for classifying problematic subtypes based on gaming motives remains limited. This study attempted to differentiate heterogeneous online gamers into more homogenous subtypes based on gaming motives using latent profile analysis (LPA). We also compared various psychological and gaming/leisure related variables across the derived profiles. Methods: A total of 674 Korean online game users (mean age = 21.81 years, male = 76%) completed self-report questionnaires, including the Korean version of the Motives for Online Gaming Questionnaire (K-MOGQ). After the LPA, the relationships between latent profile membership and auxiliary variables were explored. Results: Four latent profiles were identified, that were further classified into one problematic (highly motivated-dissatisfied gamer), one highly engaged (highly motivated-satisfied gamer), and two casual (moderately-motivated casual gamer and lowly-motivated casual gamer) gamer profiles. Inter-profile comparisons revealed that highly motivated-dissatisfied gamer had the most pathological profile, characterized by high Internet gaming disorder (IGD) tendency, neuroticism, and impulsivity, but the lowest recreation motive. While highly motivated-satisfied gamer also demonstrated a heightened IGD tendency, they showed positive patterns of psychological and gaming/leisure-related variables, which indicated they could be better considered as high engaged instead of problematic gamers. Discussion and conclusions: These results indicate that the recreation motive, in addition to fantasy or escape motives, is an important factor in differentiating maladaptive online gamers. Classifying online gamers based on gaming motives can contribute to a clearer conceptualization of heterogeneous gamers, paving the way for individualized assessment and treatment planning.

Indexed as

Behavior, AddictiveVideo GamesAdultHumansInternetLeisure ActivitiesMaleSelf ReportSurveys and QuestionnairesYoung Adultgaming motivesimpulsivityinternet gaming addictionlatent profile analysisneuroticism

Identifiers

PMID36763334
PMCPMC10260218

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LicenceCC BY-NC
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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.