Skip to main content
Top
Published in: International Journal of Mental Health and Addiction 3/2021

01-06-2021 | Original Article

Internet Gaming Disorder: Compensating as a Draenei in World of Warcraft

Authors: Maria Morcos, Vasileios Stavropoulos, John Jason Rennie, Michael Clark, Halley M. Pontes

Published in: International Journal of Mental Health and Addiction | Issue 3/2021

Login to get access

Abstract

The diagnosis of Gaming Disorder (GD) has been recently proposed in the beta draft of the 11th revision of the International Classification of Diseases (ICD-11) by the World Health Organization (WHO). This follows the inclusion of Internet Gaming Disorder (IGD), as a condition requiring additional research in the Diagnostic Statistical Manual for Mental Disorders (DSM-5), issued by the American Psychiatric Association (APA). Further research has been recommended to enhance understanding of excessive gaming, especially in the context of user-avatar (in-game figure representing the gamer) relationships. The association between selecting the Draenei race, compensation of real-life deficits through gaming, and the gamer’s gender were investigated as IGD risk factors among players of the online game, World of Warcraft (WoW). A normative online sample of WoW gamers (N = 404 Mage = 25.56; 13–75; males = 299; 74%) completed the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) and the compensation subscale of the User-Avatar Questionnaire. Regression, mediation, and moderated mediation analyses were conducted. Overall, players with higher levels of compensation exhibited greater levels of IGD symptoms. Interestingly, choosing the Draenei race was associated with increased compensatory behavior, which in turn linked to higher IGD risk. These associations were mildly stronger among females. Findings suggest that virtual demographics, such as the Draenei race, and their interplay with compensatory behaviors should be carefully considered when creating prevention and intervention policies targeting excessive gaming, especially when it involves the use of avatars.
Literature
go back to reference Adams, B. L. M., Stavropoulos, V., Burleigh, T. L., Liew, L. W. L., Beard, C. L., & Griffiths, M. D. (2018). Internet gaming disorder behaviours in emergent adulthood: a pilot study examining the interplay between anxiety and family cohesion. International Journal of Mental Health and Addiction. https://doi.org/10.1007/s11469-018-98730. Adams, B. L. M., Stavropoulos, V., Burleigh, T. L., Liew, L. W. L., Beard, C. L., & Griffiths, M. D. (2018). Internet gaming disorder behaviours in emergent adulthood: a pilot study examining the interplay between anxiety and family cohesion. International Journal of Mental Health and Addiction. https://​doi.​org/​10.​1007/​s11469-018-98730.
go back to reference American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th ed.). Arlington: American Psychiatric Publishing.CrossRef American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th ed.). Arlington: American Psychiatric Publishing.CrossRef
go back to reference Barnes, R. (2018). Lessons from gamergate. In Uncovering online commenting culture (pp. 93–111). London: Palgrave Macmillan.CrossRef Barnes, R. (2018). Lessons from gamergate. In Uncovering online commenting culture (pp. 93–111). London: Palgrave Macmillan.CrossRef
go back to reference Burleigh, T. L., Stavropoulos, V., Liew, L. W., Adams, B. L., & Griffiths, M. D. (2018). Depression, internet gaming disorder, and the moderating effect of the gamer-avatar relationship: an exploratory longitudinal study. International Journal of Mental Health and Addiction, 16(1), 102–124. https://doi.org/10.1007/s11469-017-9806-3.CrossRef Burleigh, T. L., Stavropoulos, V., Liew, L. W., Adams, B. L., & Griffiths, M. D. (2018). Depression, internet gaming disorder, and the moderating effect of the gamer-avatar relationship: an exploratory longitudinal study. International Journal of Mental Health and Addiction, 16(1), 102–124. https://​doi.​org/​10.​1007/​s11469-017-9806-3.CrossRef
go back to reference Carpenter, D. W. (2018). Childhood trauma and the non-alpha male: gender role conflict, toxic shame, and complex trauma: finding hope, clarity, healing, and change. London: Atlantic Publishing Company. Carpenter, D. W. (2018). Childhood trauma and the non-alpha male: gender role conflict, toxic shame, and complex trauma: finding hope, clarity, healing, and change. London: Atlantic Publishing Company.
go back to reference Fonagy, P. (2018). Attachment, trauma, and psychoanalysis: where psychoanalysis meets neuroscience. In Early development and its disturbances (pp. 53–75). London: Routledge.CrossRef Fonagy, P. (2018). Attachment, trauma, and psychoanalysis: where psychoanalysis meets neuroscience. In Early development and its disturbances (pp. 53–75). London: Routledge.CrossRef
go back to reference Goodman, F. R., Doorley, J. D., & Kashdan, T. B. (2018). Well-being and psychopathology: a deep exploration into positive emotions, meaning and purpose in life, and social relationships. Handbook of well-being. Salt Lake City, UT: DEF Publishers. DOI: nobascholar. com. Goodman, F. R., Doorley, J. D., & Kashdan, T. B. (2018). Well-being and psychopathology: a deep exploration into positive emotions, meaning and purpose in life, and social relationships. Handbook of well-being. Salt Lake City, UT: DEF Publishers. DOI: nobascholar. com.
go back to reference Jenkins, H., Ford, S., & Green, J. (2018). Spreadable media: creating value and meaning in a networked culture. New York City: NYU Press. Jenkins, H., Ford, S., & Green, J. (2018). Spreadable media: creating value and meaning in a networked culture. New York City: NYU Press.
go back to reference King, D. L., & Delfabbro, P. H. (2019). Internet gaming disorder: theory, assessment, treatment, and prevention. London: Academic Press. King, D. L., & Delfabbro, P. H. (2019). Internet gaming disorder: theory, assessment, treatment, and prevention. London: Academic Press.
go back to reference Livingston, I.J., Gutwin, C., Mandryk, R. & Birk, M. (2014). How players value their characters in World of Warcraft. Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing, February 15–19, 2014, Baltimore, Maryland, USA, doi: https://doi.org/10.1145/2531602.2531661. Livingston, I.J., Gutwin, C., Mandryk, R. & Birk, M. (2014). How players value their characters in World of Warcraft. Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing, February 15–19, 2014, Baltimore, Maryland, USA, doi: https://​doi.​org/​10.​1145/​2531602.​2531661.
go back to reference Mancini, T., Imperato, C., & Sibilla, F. (2019). Does avatar’s character and emotional bond expose to gaming addiction? Two studies on virtual self-discrepancy, avatar identification and gaming addiction in massively multiplayer online role-playing game players. Computers in Human Behavior, 92, 297–305. https://doi.org/10.1016/j.chb.2018.11.007.CrossRef Mancini, T., Imperato, C., & Sibilla, F. (2019). Does avatar’s character and emotional bond expose to gaming addiction? Two studies on virtual self-discrepancy, avatar identification and gaming addiction in massively multiplayer online role-playing game players. Computers in Human Behavior, 92, 297–305. https://​doi.​org/​10.​1016/​j.​chb.​2018.​11.​007.CrossRef
go back to reference Mei, H. (2018). Embracing informationalisation 3.0 – an era of computing intelligence. Science China Information Systems, 61(1), 1–2. Mei, H. (2018). Embracing informationalisation 3.0 – an era of computing intelligence. Science China Information Systems, 61(1), 1–2.
go back to reference Newon, L. (2011). Multimodal creativity and identities of expertise in the digital ecology of a World of Warcraft guild. Digital discourse: language in the new media, 131. Newon, L. (2011). Multimodal creativity and identities of expertise in the digital ecology of a World of Warcraft guild. Digital discourse: language in the new media, 131.
go back to reference Pontes, H. M. (2018). Making the case for video game addiction: does it exist or not? In C. J. Ferguson (Ed.), Video game influences on aggression, cognition, and attention (pp. 41–57). Cham: Springer International Publishing.CrossRef Pontes, H. M. (2018). Making the case for video game addiction: does it exist or not? In C. J. Ferguson (Ed.), Video game influences on aggression, cognition, and attention (pp. 41–57). Cham: Springer International Publishing.CrossRef
go back to reference Pontes, H. M., Schivinski, B., Sindermann, C., Li, M., Becker, B., Zhou, M., & Montag, C. (2019). Measurement and conceptualization of gaming disorder according to the World Health Organization framework: The development of the gaming disorder test. International Journal of Mental Health and Addiction. https://doi.org/10.1007/s11469-019-00088-z. Pontes, H. M., Schivinski, B., Sindermann, C., Li, M., Becker, B., Zhou, M., & Montag, C. (2019). Measurement and conceptualization of gaming disorder according to the World Health Organization framework: The development of the gaming disorder test. International Journal of Mental Health and Addiction. https://​doi.​org/​10.​1007/​s11469-019-00088-z.
go back to reference Prensky, M. (2012). From digital natives to digital wisdom: hopeful essays for 21st century learning. California: Corwin Press.CrossRef Prensky, M. (2012). From digital natives to digital wisdom: hopeful essays for 21st century learning. California: Corwin Press.CrossRef
go back to reference Snodgrass, J. G., Batchelder, G., Eisenhauer, S., Howard, L., Dengah, H. F., Thompson, R. S., et al. (2017). A guild culture of ‘casual raiding’ enhances its members’ online gaming experiences: a cognitive anthropological and ethnographic approach to World of Warcraft. New Media & Society, 19(12), 1927–1944. https://doi.org/10.1177/1461444816644804.CrossRef Snodgrass, J. G., Batchelder, G., Eisenhauer, S., Howard, L., Dengah, H. F., Thompson, R. S., et al. (2017). A guild culture of ‘casual raiding’ enhances its members’ online gaming experiences: a cognitive anthropological and ethnographic approach to World of Warcraft. New Media & Society, 19(12), 1927–1944. https://​doi.​org/​10.​1177/​1461444816644804​.CrossRef
go back to reference Stavropoulos, V., Beard, C., Griffiths, M. D., Buleigh, T., Gomez, R., & Pontes, H. M. (2018a). Measurement invariance of the Internet gaming disorder scale–short-form (IGDS9-SF) between Australia, the USA, and the UK. International Journal of Mental Health and Addiction, 16(2), 377–392. https://doi.org/10.1007/s11469-017-9786-3.CrossRefPubMed Stavropoulos, V., Beard, C., Griffiths, M. D., Buleigh, T., Gomez, R., & Pontes, H. M. (2018a). Measurement invariance of the Internet gaming disorder scale–short-form (IGDS9-SF) between Australia, the USA, and the UK. International Journal of Mental Health and Addiction, 16(2), 377–392. https://​doi.​org/​10.​1007/​s11469-017-9786-3.CrossRefPubMed
go back to reference Stavropoulos, V., Burleigh, T. L., Beard, C. L., Gomez, R., & Griffiths, M. D. (2018b). Being there: a preliminary study examining the role of presence in internet gaming disorder. International Journal of Mental Health and Addiction, 1–11. https://doi.org/10.1007/s11469-018-9891-y. Stavropoulos, V., Burleigh, T. L., Beard, C. L., Gomez, R., & Griffiths, M. D. (2018b). Being there: a preliminary study examining the role of presence in internet gaming disorder. International Journal of Mental Health and Addiction, 1–11. https://​doi.​org/​10.​1007/​s11469-018-9891-y.
go back to reference Stavropoulos, V., Anderson, E. E., Beard, C., Latifi, M. Q., Kuss, D., & Griffiths, M. (2018d). A preliminary cross-cultural study of hikikomori and internet gaming disorder: the moderating effects of game-playing time and living with parents. Addictive Behaviors Reports. https://doi.org/10.1016/j.abrep.2018.10.001. Stavropoulos, V., Anderson, E. E., Beard, C., Latifi, M. Q., Kuss, D., & Griffiths, M. (2018d). A preliminary cross-cultural study of hikikomori and internet gaming disorder: the moderating effects of game-playing time and living with parents. Addictive Behaviors Reports. https://​doi.​org/​10.​1016/​j.​abrep.​2018.​10.​001.
go back to reference Stavropoulos, V., Mastrotheodoros, S., Burleigh, T. L., Papadopoulos, N., & Gomez, R. (2018e). Avoidant romantic attachment in adolescence: gender, excessive internet use and romantic relationship engagement effects. PLoS One, 13(7), e0201176.CrossRef Stavropoulos, V., Mastrotheodoros, S., Burleigh, T. L., Papadopoulos, N., & Gomez, R. (2018e). Avoidant romantic attachment in adolescence: gender, excessive internet use and romantic relationship engagement effects. PLoS One, 13(7), e0201176.CrossRef
go back to reference Voss, A., Cash, H., Hurdiss, S., Bishop, F., Klam, W. P., & Doan, A. P. (2015). Case report: Internet gaming disorder associated with pornography use. The Yale Journal of Biology and Medicine, 88(3), 319–324.PubMedPubMedCentral Voss, A., Cash, H., Hurdiss, S., Bishop, F., Klam, W. P., & Doan, A. P. (2015). Case report: Internet gaming disorder associated with pornography use. The Yale Journal of Biology and Medicine, 88(3), 319–324.PubMedPubMedCentral
go back to reference World Health Organization. (2018). International Classification of Diseases 11th Revision: The global standard for diagnostic health information. Geneva: World Health Organization. World Health Organization. (2018). International Classification of Diseases 11th Revision: The global standard for diagnostic health information. Geneva: World Health Organization.
Metadata
Title
Internet Gaming Disorder: Compensating as a Draenei in World of Warcraft
Authors
Maria Morcos
Vasileios Stavropoulos
John Jason Rennie
Michael Clark
Halley M. Pontes
Publication date
01-06-2021
Publisher
Springer US
Published in
International Journal of Mental Health and Addiction / Issue 3/2021
Print ISSN: 1557-1874
Electronic ISSN: 1557-1882
DOI
https://doi.org/10.1007/s11469-019-00098-x

Other articles of this Issue 3/2021

International Journal of Mental Health and Addiction 3/2021 Go to the issue