Internet Gaming Disorder (IGD) represents an emerging and increasingly relevant clinical construct, recognized by the ICD-11 (WHO,2109) and included in the DSM-5 (APA, 2013) Section III as a condition warranting further investigation. Although characterized by a loss of control over gaming activity and significant impairments in personal, academic, and social functioning, the etiological profile of IGD remains a topic of ongoing debate. In light of the growing diffusion of online gaming and the centrality of social context during adolescence, the present study aims to examine how specific psychosocial dimensions and structural features of the gaming medium are associated with the potential risk of IGD, integrating contextual frameworks of gaming behavior (I-PACE; Self-Determination Theory). The research, conducted on a sample of adolescents (n = 1057) as a part of a national study, is grounded in an empirical design involging data collection throught self-report questionnaires administered in schools. Statistical analyses, performed using multiple regression and mediation models while controlling for age, gender, and weekly gaming frequency, yielded a coherent and theoretically grounded pattern of associations. Results highlights a possibile protective effect of perceived social support from classmates and a full meditation of relationship-need frustration in the link between peer supporto and IGD risk. Moreover, group differences emerged: a preference for videogame genres with high competitive and social components (e.g., MOBA, MMORPG, FPS, Battle Royale) was associated with higher IGD scores, indipendently of time spent gaming. This study contributes to a deeper understanding of IGD risk in adolescence as the outcome of interactive processes between individual and environment, emphasizing the need for targeted psychoeducational interventions calibrated to gaming practices, player profiles, and the developmental trajectories specific to adolescence.
L’Internet Gaming Disorder (IGD) rappresenta un costrutto clinico emergente e di crescente rilevanza, riconosciuto dall'ICD-11 (WHO, 2019) e inserito dal DSM-5 (APA, 2013) nella Sezione III come condizione che richiede ulteriori approfondimenti. Pur essendo definito da una perdita di controllo sull'attività videoludica e da compromissioni significative del funzionamento personale, scolastico e relazionale, il profilo eziologico dell'IGD rimane oggetto di dibattito. Alla luce della crescente diffusione del gaming online e della centralità del contesto sociale in adolescenza, il presente elaborato si propone di indagare come specifiche dimensioni psicosociali e caratteristiche strutturali del medium si associno al possibile rischio di IGD, integrando prospettive contestuali del comportamento videoludico (I-PACE; Self Determination Theory). Lo studio, condotto su un campione di adolescenti (n = 1057) nell'ambito di un progetto di ricerca nazionale, si fonda su un impianto empirico che ha previsto una raccolta dati tramite questionari self-report nelle scuole. Le analisi statistiche, realizzate mediante modelli di regressione e mediazione multipla, condotte controllando per età, genere e frequenza settimanale di gioco, hanno restituito un quadro coerente e teoricamente fondato. I risultati evidenziano un possibile effetto protettivo del supporto sociale percepito dai compagni di classe e una mediazione totale della frustrazione del bisogno di relazione nel legame tra supporto sociale e rischio di IGD. Inoltre, sono emerse differenze tra i gruppi di giocatori. La preferenza per generi videoludici a elevata componente competitiva e sociale (ad esempio, MOBA, MMORPG, FPS, Battle Royale) risulta associata a un incremento dei punteggi di IGD, indipendentemente dal tempo di gioco. Lo studio contribuisce a una maggiore comprensione del rischio di IGD in adolescenza come esito di processi interattivi tra individuo e ambiente, sottolineando la necessità di interventi psicoeducativi mirati, calibrati su pratiche di gioco, sui profili dei giocatori e sulle traiettorie evolutive specifiche dell'adolescenza.
Comprendere il Rischio di Internet Gaming Disorder in Adolescenza: Fattori Sociali, Psicologici e legati al Gaming.
CAFFAGNI, GABRIELE
2024/2025
Abstract
Internet Gaming Disorder (IGD) represents an emerging and increasingly relevant clinical construct, recognized by the ICD-11 (WHO,2109) and included in the DSM-5 (APA, 2013) Section III as a condition warranting further investigation. Although characterized by a loss of control over gaming activity and significant impairments in personal, academic, and social functioning, the etiological profile of IGD remains a topic of ongoing debate. In light of the growing diffusion of online gaming and the centrality of social context during adolescence, the present study aims to examine how specific psychosocial dimensions and structural features of the gaming medium are associated with the potential risk of IGD, integrating contextual frameworks of gaming behavior (I-PACE; Self-Determination Theory). The research, conducted on a sample of adolescents (n = 1057) as a part of a national study, is grounded in an empirical design involging data collection throught self-report questionnaires administered in schools. Statistical analyses, performed using multiple regression and mediation models while controlling for age, gender, and weekly gaming frequency, yielded a coherent and theoretically grounded pattern of associations. Results highlights a possibile protective effect of perceived social support from classmates and a full meditation of relationship-need frustration in the link between peer supporto and IGD risk. Moreover, group differences emerged: a preference for videogame genres with high competitive and social components (e.g., MOBA, MMORPG, FPS, Battle Royale) was associated with higher IGD scores, indipendently of time spent gaming. This study contributes to a deeper understanding of IGD risk in adolescence as the outcome of interactive processes between individual and environment, emphasizing the need for targeted psychoeducational interventions calibrated to gaming practices, player profiles, and the developmental trajectories specific to adolescence.| File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.12608/96538