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LETTERS TO EDITOR  
Year : 2020  |  Volume : 62  |  Issue : 4  |  Page : 453-454
Personality characteristics of online gamers


1 Department of Clinical Psychology, Service for Healthy use of Technology Clinic, National Institute of Mental Health and Neurosciences, Bengaluru, Karnataka, India
2 Department of Clinical Psychology, National Institute of Mental Health and Neurosciences, Bengaluru, Karnataka, India
3 Department of Psychiatric Social Work, National Institute of Mental Health and Neurosciences, Bengaluru, Karnataka, India

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Date of Submission11-Sep-2019
Date of Decision25-Dec-2019
Date of Acceptance19-Feb-2020
Date of Web Publication27-Jul-2020
 

How to cite this article:
Sharma MK, Anand N, Murthy KD. Personality characteristics of online gamers. Indian J Psychiatry 2020;62:453-4

How to cite this URL:
Sharma MK, Anand N, Murthy KD. Personality characteristics of online gamers. Indian J Psychiatry [serial online] 2020 [cited 2020 Aug 9];62:453-4. Available from: http://www.indianjpsychiatry.org/text.asp?2020/62/4/453/290990




Sir,

Excessive game playing can result in significant negative life consequences. It is estimated that between 10 and 15% of gamers play excessively and can be characterized as meeting several of the criteria for addiction.[1] Although the available researches show the relationship of personality with gaming. Since online gaming is an emerging concern in the Indian context, the present study build up evidence for the association of gaming and personality and its implications for intervention. Ninety participants attending the specialty center for management of technology addiction were assessed for personality. All the participants were playing multiple player online games. They were in the age group of 18–25 years. The clinical interview did not reveal the presence of any other comorbid psychiatric condition. Background data sheet to collect information about demographic characteristics, problematic online gaming questionnaire short form,[2] and NEO-Five Factor Inventory (NEO-FFI-3)-Form S.[3] The present work got Institute committee approval as well as consents of participants. Results indicated the mean age of the sample was 21.75 with a standard deviation of 4.02. All subjects were male. Neuroticism (P = 0.025 at 0.05 level) got a significant value for the problematic use of online gaming, whereas insignificant values were observed for other domains of personality. The study showed that neuroticism got association with the problematic use of online gaming. A similar corroborative trend was observed in available studies. It has been observed that players got high neuroticism.[4] The violent game users got higher neuroticism scores.[5] Massively-multiplayer online games (MMOs) are increasingly popular worldwide. MMO gaming can result in problematic Internet use (or Internet addiction), which is characterized by dysfunction in areas such as work or relationships. The players with higher neuroticism behave aggressively after getting exposed to violent video games. This behavior generally seen when player with high neuroticism also have low scores in agreeableness and conscientiousness traits.[6],[7] Online gaming addiction got a higher score on neuroticism than nonaddict.[8] The violent game users got higher neuroticism scores.[5] Neurotic people likely to use gaming as a way of managing or controlling negative feelings [9] as well as a method to avoid problems.[10] Neuroticism is also being associated with impulsivity.[11] This association might also mediate the process of developing an addiction to video games).[10] None of the study in the available literature found an association between Internet gaming disorder and low neuroticism.

Though present corroborate the observed trend, yet the interaction between predisposing factors and process variables related internet gaming or disorder and their etiological significance for gender can be validated using prospective cohort design to validate the observed trend as well as its implication for evolving intervention module to address the personality issues in the gamers.

Acknowledgment

Science and Engineering research Board, Department of Science and Technology, Delhi, India awarded the grant to Dr. Manoj Kumar Sharma.

Financial support and sponsorship

Nil.

Conflicts of interest

There are no conflicts of interest.



 
   References Top

1.
Kuss DJ, Griffiths MD. Internet gaming addiction: A systematic review of empirical research. Int J Ment Health Addict 2012;10:278-96.  Back to cited text no. 1
    
2.
Demetrovics Z, Urbán R, Nagygyörgy K, Farkas J, Griffiths MD, Pápay O, et al. The development of the Problematic Online Gaming Questionnaire (POGQ). PLoS One 2012;7:e36417.  Back to cited text no. 2
    
3.
McCrae RR, Costa PT Jr. NEO Inventories Professional Manual. Odessa, FL: Psycho-Logical Assessment Resources; 2010.  Back to cited text no. 3
    
4.
Allam AM. Investigating the Relatiosnhip between Gamers Personality Trat and Their Preferred Video Game Genres; 2017, Available from: https://repository.cardiffmet.ac.uk/bitstream/handle/10369/8521/Allam%2c%20Abdullah%20Mohammed.pdf?sequence=1&isAllowed=y. [Last accessed on 2019 May 25].  Back to cited text no. 4
    
5.
Chory RM, Goodboy AK. Is basic personality related to violent and non-violent video game play and preferences? Cyberpsychol Behav Soc Netw 2011;14:191-8.  Back to cited text no. 5
    
6.
Markey PM, Markey CN. Vulnerability to violent video games: A review and integration of personality research. Rev Gen Psychol 2010;14:82-91.  Back to cited text no. 6
    
7.
Porter G, Starcevic V, Berle D, Fenech P. Recognizing problem video game use. Aust N Z J Psychiatry 2010;44:120-8.  Back to cited text no. 7
    
8.
Li H, Zou Y, Wang J, Yang X. Role of stressful life events, avoidant coping styles, and neuroticism in online game addiction among college students: A moderated mediation model. Front Psychol 2016;7:1794.  Back to cited text no. 8
    
9.
Mehroof M, Griffiths MD. Online gaming addiction: The role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychol Behav Soc Netw 2010;13:313-6.  Back to cited text no. 9
    
10.
Wittek CT, Finserås TR, Pallesen S, Mentzoni RA, Hanss D, Griffiths MD, et al. Prevalence and predictors of video game addiction: A study based on a national representative sample of gamers. Int J Ment Health Addict 2016;14:672-86.  Back to cited text no. 10
    
11.
Costa PT, McCrae RR. Four ways five factors are basic. Pers Individ Dif 1992;13:653-65.  Back to cited text no. 11
    

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Correspondence Address:
Manoj Kumar Sharma
Department of Clinical Psychology, Service for Healthy use of Technology Clinic, National Institute of Mental Health and Neurosciences, Bengaluru, Karnataka
India
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Source of Support: None, Conflict of Interest: None


DOI: 10.4103/psychiatry.IndianJPsychiatry_422_19

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