Fig 1 - uploaded by Małgorzata Dragan
Content may be subject to copyright.
Percentage comparison of game genres played by participants. MMORPG -massively multiplayer online role-playing game; FPS -first-person shooter; RPGrole-playing game; MOBA -multiplayer online battle arena. Participants could mark multiple genres.

Percentage comparison of game genres played by participants. MMORPG -massively multiplayer online role-playing game; FPS -first-person shooter; RPGrole-playing game; MOBA -multiplayer online battle arena. Participants could mark multiple genres.

Source publication
Article
Full-text available
Introduction The aim of this study was to explore the relationship between adverse childhood experiences (ACEs), attachment styles, dissociation, and symptoms of gaming disorder (GD). Methods: The total sample of the survey was 1288 gamers who completed a set of questionnaires via the Internet; they included questions on ACEs, attachment styles (an...

Context in source publication

Context 1
... due to missing data. The age range was quite large: 15-67 (M = 26.28, SD = 7.44). For the purposes of the study, we define a gamer as anyone who plays computer games, regardless of how much time they devote to them or what genres they play. The average weekly time spent playing computer games (in hours) was M = 13.14 (Min. = 0.50, Max. = 90.0). Fig. 1 shows the frequency with which each genre was played. Due to the lack of an unambiguous way to demarcate game genres and the needs of the study (Eichenbaum, Kattner, Bradford, Gentile, & Choo, 2015), we categorized games on the basis of information from gaming websites and the authors' experience. Moreover, Apperley (2006), in his ...

Citations

... The causal relationship between the results of each article was interpreted, with the aim of providing a basis for discussion in the preparation of the argument. (Grajewski & Dragan, 2020). ...
Article
Full-text available
The development of science and technology in the 21st century is increasingly rapid, as can be seen by the race of telecommunications companies to create communication tools that offer convenience. As a global industry considered from a financial perspective, eSport is receiving attention from various circles and is being developed to increase competition interest and financial benefits. Sports usually include forms of physical exercise that require strength, endurance, and motor skills. Sports and eSport are different. eSport players don't always move physically despite participating in competitions and rivalries. According to some experts, eSport are a subset of sports. The method used is library research in the form of article review. The implementation of library research consists of investigating, mapping, combining, and evaluating previous research findings on a particular topic or field of knowledge. This method uses various sources of information, including primary articles (n=29). The point is that eSport players tend to be sedentary lifestyle players, which results in problems with fitness and health, so it is not in accordance with the impact of traditional sports physical activities that use large muscles to move body parts while moving. The status of eSport in sport is being questioned in Sport Science studies, as it does not have a positive impact on the fitness and health of eSport players unlike traditional sports athletes. It is increasingly clear that eSport should be seen as electronic entertainment and competition rather than as part of a sport that includes dominant physical activity.
... The literature indicates that dissociation is a normal process of the mind that may entail diverse phenomena such as self-absorption, detachment from self and reality, and compartmentalization of mental and behavioral states (Schimmenti & Sar, 2019). Dissociation is usually activated in front of potential stressors that overcome the individual's possibility of processing and integration (e.g., traumatic experiences, disrupted communications and abuses in attachment relationships, neglect of basic psychological needs; see Schimmenti & Caretti, 2016); however, when dissociation becomes uncontrolled, rigid, and pervasive (i.e., adopted regardless of the context of the stressors), it entails failures in self-reflectivity (Steele, van der Hart, & Nijenhuis, 2005) and severe emotion dysregulation (Lynn et al., 2019), contributing to the development of problematic gaming Casale, Musicò, & Schimmenti, 2021;Ciccarelli, Cosenza, Nigro, Griffiths, & D'Olimpio, 2022;Grajewski & Dragan, 2020;Guglielmucci et al., 2019). In such a context, it has been proposed that the safe environment of the video game can become a psychic retreat (Schimmenti & Caretti, 2010). ...
Article
Full-text available
In this article, we critically overview existing studies on compensatory and dissociative mechanisms associated with problematic gaming, with a focus on escapism. Thus, we present a theoretical model integrating current research. In the first section, we link compensatory and dissociative processes related to gaming on a continuum that corresponds to the degree of connection/rupture between physical and virtual environments of the individual. In the second section, we discuss the strengths and limitations of existing conceptualizations and measures of escapism. We contend that escapism in gaming represents a key dimension of the compensation for difficulties in psychological needs satisfaction in the physical environment, differently from escape (avoidance) and from general immersion in video games. In the last section, we elaborate the Compensatory-Dissociative Online Gaming (C-DOG) model, which defines a set of interconnected psychological processes operationalizing the continuum between adaptive and pathological online gaming: relaxation, body-mind detachment, active escapism, escape, and dissociation. This model provides an unprecedented way to consider meaningful processes for the clinical evaluation and treatment of problematic gaming, as well as the association of problematic gaming with emerging social withdrawal conditions, such as hikikomori.
... There are many studies in the relevant literature on the relationship between variables such as family support (Pinkerton, 2007) and self-esteem (Dearden, 2004), which positively affect individuals' resilience and the level of game addiction of variables such as stress (Dearden, 2004) and attachment anxiety (Grajewski & Dragan, 2020) that negatively affect them. In the literature, game addiction has a negative relationship with variables that positively affect resilience, such as family support (Chang & Kim, 2020;Han et al., 2012;Viriyapong & Sookpiam, 2019;Zorbaz et al.,2015), social support (Seok et al., 2018), selfesteem (Chang & Kim, 2020). ...
Article
Full-text available
This study defined the relationship between university students’ game addiction levels and cyberloafing behavior in educational settings with resilience and various variables. In this study, we used a prediction design -a correlational research model- to determine the relationship between the demographic characteristics of university students’ cyberloafing behavior in educational settings and their level of game addiction, ICT usage habits, and resilience. The data collected with the participation of 472 university students, 325 females and 147 males, were analyzed. According to the results, all six models created about game addiction are meaningful. The prominent variables in these models are daily playing time, gender, and gaming cyberloafing. Three of the four models created related to social and gaming cyberloafing are significant. The noticeable variables in social and gaming cyberloafing models are game addiction and gender. The models related to academic cyberloafing are not significant. This study contributes to the nomological network in the relevant field by projecting the relationships between cyberloafing, gaming addiction, and resilience in educational settings.
... The association of ACE number with higher odds of IGD symptoms was in line with studies conducted in South Korea (13), Canada (14), and Poland (49). Prolonged stress induced by higher numbers of ACEs may activate hypothalamic-pituitary-adrenal (HPA) axis suppression (50). ...
... Such dysfunction has been shown in individuals with IGD (51), implying a neuroendocrine pathwayunderlying mechanism through the cumulative association of ACE with IGD. ACEs as traumatic events may predispose individuals to higher risks for dissociative disorders, showing the tendency to escape from reality (49). As a substitute for reality, the frequency and duration of internet gaming may increase in young people, which were established risk factors for IGD. ...
Article
Full-text available
Background Adverse childhood experiences (ACEs) have been associated with addictions such as substance use disorders. Few have examined ACEs on internet gaming disorder (IGD) as a newly established behavioral addiction, and the potential mediating role of insomnia remains unclear. We examined the associations between ACE number and types, IGD, and insomnia. Methods Participants included 1, 231 Chinese university students (54.5% male; 56.9% aged 18–20 years) who had played internet games at least once in the previous month. ACEs were measured using the 10-item ACE questionnaire (yes/no). Symptoms of insomnia and IGD were measured using the Insomnia Severity Index and the 9-item Internet Gaming Disorder Scale–Short-Form, respectively. Multivariable regressions examined the associations, adjusting for sex, age, maternal and paternal educational attainment, monthly household income, smoking, and alcohol drinking. The mediating role of insomnia symptoms was explored. Results The prevalence of ACEs≥1 was 40.0%. Childhood verbal abuse was the most prevalent (17.4%), followed by exposure to domestic violence (17.1%) and childhood physical abuse (15.5%). More ACE numbers showed an association with IGD symptoms (adjusted OR = 1.11, 95% CI 1.04, 1.17). Specifically, IGD symptoms were observed for childhood physical neglect, emotional neglect, sexual abuse, parental divorce or separation, and household substance abuse. Insomnia symptoms mediated the associations of ACE number and types with IGD symptoms (proportion of total effect mediated range 0.23–0.89). Conclusion The number and specific types of ACEs showed associations with IGD mediated through insomnia. Screening of ACEs is recommended in future studies on IGD. Longitudinal data are warranted to determine the causality of the observed associations.
... Notably, an increasing body of scientific literature indicates that insecure attachment styles are also implicated in various problematic online behaviors [23][24][25], including problematic gaming [26,27]. Attachment is a motivational system that leads individuals to seek proximity to caregivers and close others in order to obtain safety from dangers and relief from distress [28,29]. ...
... Indeed, previous studies have demonstrated significant and negative associations between the quality of attachments to the mother or peers and the levels of problematic gaming [32,33]. Additionally, while some research suggests that individuals with an anxious attachment attitude, particularly a preoccupied attachment style, may be more prone to developing problematic gaming [26,34,35], there is evidence to suggest that avoidant attitudes within intimate relationships may also contribute to the problem [27,36]. For example, Santoro and colleagues [34] examined the relationships between parental bonding, attachment styles, and problematic gaming in a sample of adult videogame players: they found that a preoccupied attachment style was a full mediator of the positive relationship between maternal overprotection and problematic gaming. ...
... In fact, problematic gaming was associated with preoccupied and fearful attachment styles, which are both characterized by high levels of anxiety in close relationships, but the correlation between problematic gaming and dismissing attachment style was not significant. These correlational findings support earlier studies positing that secure attachment may mitigate the risk of problematic gaming [36,70], and suggest that individuals with anxious attitudes in close relationships may be more prone to engaging in excessive gaming [26,34], perhaps as a compensatory strategy to establish social bonds and alleviate distress in close relationships [71,72]. Additionally, the third hypothesis of our study was confirmed, as we observed positive associations between problematic gaming and the examined alexithymic features (i.e., DIF, DDF, and EOT). ...
Article
Full-text available
Problematic gaming has been consistently associated with insecure attachment styles and alexithymia. However, there is limited knowledge regarding the impact of specific alexithymic features and insecure attachment styles on problematic gaming. The study included a sample of 358 online game players (242 males, 67.6%) between the ages of 18 and 59 (M = 28.46; SD = 8.76) who were recruited from online gaming communities. The participants completed a sociodemographic schedule and measures on attachment styles, alexithymia, and problematic gaming. The results provide evidence for a positive prediction of problematic gaming by dismissing attachment style and the alexithymic factors concerning the difficulty identifying feelings and externally oriented thinking, even when controlling for potentially confounding factors, such as age, sex, education, marital status, and self-reported time devoted to online games. Additionally, the analysis revealed a significant interaction effect between externally oriented thinking and dismissing attachment style in the prediction of problematic gaming. The interaction implies that the alexithymia factors pertaining to externally oriented thinking hold significant relevance in predicting problematic gaming behaviors, especially in cases where dismissive attachment levels are moderately to highly present. These findings emphasize the significance of considering specific insecure attachment styles and alexithymic features when studying problematic gaming behaviors.
... While splitting attempts to maintain stability and coherence within the psyche, it paradoxically results in instability and fluctuation in one's experience (Gould et al., 1996). Therefore, this defense mechanism may serve as a meta-diagnostic factor in the development of addictive behaviors (Grajewski and Dragan, 2020). Earlier research has supported the notion that poor childhood bonding and experiences can indirectly contribute to addictionrelated problems through emotion dysregulation, severity of dissociative experiences, and emotional disorder (Espeleta et al., 2018;Evren et al., 2019;Schaefer et al., 2021). ...
Article
Full-text available
Introduction Shopping can provide a sense of satisfaction and pleasure; however, if a person’s excessive involvement in this behavior starts to negatively impact other aspects of their life, similar to other addictive behaviors like excessive internet use, gaming, and gambling, it may be classified as pathological. Given the lack of agreement regarding the classification of excessive shopping tendencies as a separate mental health condition or addictive behavior, taking a socio-emotional approach to explore the psychological factors that precede this behavior, may offer a better comprehension of it. Methods The purpose of this study was to examine the relationship between attachment styles and excessive shopping behavior, as well as to investigate the potential mediating effect of defense mechanisms like splitting on this relationship. Using convenience sampling, a group of 457 stock market employees (116 female, 341 male) between the ages of 24 and 60 were recruited. The researchers utilized a set of validated psychological questionnaires to assess the employees attachment styles, shopping addiction, and splitting tendencies. Results The results obtained from both the mediation model and path analysis suggest that attachment styles do not have a direct relationship with shopping addiction. Nonetheless, the study supports the impact of insecure anxious and avoidan attachment styles on splitting. Furthermore, the findings confirm that splitting has a mediating effect on the relationship between attachment styles and splitting. Discussion The present study enhanced our comprehension of the subconscious mechanisms underlying shopping tendencies. Specifically, the findings suggest that excessive tendencies towards shopping can be considered a maladaptive response resulting from insecure attachment styles and the unconscious utilization of the splitting defense mechanism.
... Both generalized and specific PIU are associated with greater psychological distress, neurological complications, sleep disturbances, social problems, and health problems, especially in adolescents and young adults (Arató et al., 2023;Arrivillaga et al., 2020;Blinka et al., 2023;El Asam et al., 2019). Possible risk factors for PIU include adverse childhood experiences, dissociation, attachment style, psychiatric symptoms, and maladaptive coping strategies (Grajewski & Dragan, 2020;Jin Jeong et al., 2020;Teng et al., 2020). In sum, the current meta-analysis incorporates both the generalized PIU and its specific forms (i.e., problematic social networking sites use, PSNSU; problematic smartphone use, PSU; Internet gaming disorder, IGD). ...
... Results showed that fearful and preoccupied attachment patterns were significantly and positively associated with problematic gambling, supporting H 1 . This is in line with previous evidence emphasizing the relationship between insecure-anxious attachment and gambling disorder (Grajewski & Dragan, 2020). Therefore, the results define and enrich the findings of previous preliminary studies suggesting the role of fearful and preoccupied attachments in discriminating across different severity levels of the disorder (Pace et al., 2013). ...
Article
Full-text available
Gambling disorder is viewed by many as a behavioral addiction involving significant functional impairment and a deterioration in the quality of life. The aim of the present study was to explore the factors that can influence problematic gambling by specifically focusing on the role of attachment, alexithymia, dissociation, and impulsivity. The sample comprised 368 regular gamblers (59% males, 41% females; M age =33.5 years). They completed an online survey consisting of the South Oaks Gambling Screen, Relationship Questionnaire, Twenty-Items Toronto Alexithymia Scale, Dissociative Experiences Scale-II, and Barratt Impulsiveness Scale-11. Path modeling was performed to analyze the collected data. Results showed a significant multiple mediation model: CMIN/DF = 4.447, GFI = 0.984, NFI = 0.964, CFI = 0.971, SRMR = 0.046. Fearful and preoccupied attachment patterns showed significant and positive associations with problematic gambling, and which were mediated by alexithymia, dissociation, and impulsivity. These results provide useful information to orient clinical practice and preventive intervention.
... To date, few studies have examined the association between ACEs and gaming behaviors. Of the available literature, two studies have indicated that ACEs were a significant predictor of gaming disorder among both adolescents and adults (Grajewski & Dragan, 2020;Xie et al., 2021). ...
... As one of the few studies that have examined the relationship between ACEs and gaming behaviors, the present study adds onto the emerging literature indicating that ACEs are positively associated with both the frequency of engagement in gambling and severity of gaming disorder symptoms (Grajewski & Dragan, 2020;Xie et al., 2021). As a novel finding, this study identified that both child maltreatment and household dysfunction were associated with a greater frequency of engagement in gaming and disordered gaming symptoms. ...
Article
Full-text available
Adverse childhood experiences (ACEs) and mental health symptoms have been identified as risk factors for problem gambling and gaming. However, no previous research has identified the differential role of specific types of childhood adversity while investigating the mediating role of internalizing and externalizing problems on the risk for problem gambling and disordered gaming in adolescence. As such, the present study aimed to examine how ACEs, ACE categories (i.e., child maltreatment and household dysfunction) and specific type of abuse (i.e., emotional, physical, and sexual) were associated with gambling/gaming behaviors. Moreover, it was examined whether internalizing and externalizing problems were mediators in the association between ACEs and risk for problem gambling/disordered gaming. Surveys were collected from 6,314 public school students aged 10 to 19 in Wood County, Ohio, United States. Results indicated that the presence of ACEs increased the risk for problem gambling and disordered gaming. Childhood maltreatment resulted in a greater risk of problem gambling and disordered gaming compared to household dysfunction. Results of the mediation models indicated that externalizing problems, but not internalizing problems, mediated the relationship between ACEs and risk for problem gambling, whereas both externalizing and internalizing problems mediated the relationship between ACEs and disordered gaming symptoms. These findings underline the differential effect of mental health symptoms in the relationship between ACEs and problem gambling/gaming during adolescence. Implications for future research and prevention are discussed relevant to the risk of specific ACEs and mental health vulnerabilities in adolescence.
... Moreover, there is a consistent or compensatory relationship between the virtual self and the real life when engaging in online gaming (Szolin et al., 2022;Wan & Chiou, 2006). Adverse childhood experiences (e.g., psychological and physical traumatic events and poorer quality family relationships), dissociation, and anxious attachment style have also been reported as risk factors for GD (Grajewski & Dragan, 2020). ...
Article
Full-text available
Unlabelled: Research has demonstrated that some risk and protective factors of gaming disorder (GD) have been identified. However, the interaction of GD with risk and protective factors has rarely been examined from a network analysis perspective. Therefore, the present study examined the relationships between GD, risk factors (i.e., social anxiety and fear of missing out), and protective factors (i.e., resilience, authenticity, and family closeness) utilizing a network analysis approach among a sample of Chinese university students. A cross-sectional study with 1364 participants was performed using the Gaming Disorder Test, the short version of Social Interaction Anxiety Scale (SIAS), the Chinese Trait-State Fear of Missing Out Scale (T-SFoMOSC), the Brief Resilience Scale (BRS), the Authenticity Scale, and a single item assessing family closeness. Social anxiety, FoMO, and two factors of authenticity (i.e., self-alienation and accepting external influence) had positive relationship with GD, while resilience, authentic living, and family closeness had negative relationship with GD. Social anxiety was identified as the core node in the domain-level network. The item "continuation or escalation of gaming" (gd3) and the item "gaming problems" (gd4) constituted the highest edge weight in the facet-level network. The network comparison demonstrated there were no significant differences in relation to network structures and global strengths between gender. The findings suggest bivariate relationships among GD, risk factors (i.e., social anxiety and fear of missing out), and protective factors (i.e., resilience, authenticity, and family closeness). Interventions for GD must be considered through preventing risk factors and increasing protective factors including improving the gaming motivation and maladaptive cognition to decrease negative emotion (e.g., social anxiety and FoMO), enhancing resilience, authentic living and parent-child relationship, as well as decreasing self-alienation and accepting external influence. Supplementary information: The online version contains supplementary material available at 10.1007/s11469-023-01049-3.