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Excessive gaming and internet use: Preliminary

results with anxiety and depression among highly


engaged Peruvian gamers
Claudia Guevara-Cordero
Jano Ramos-Diaz Universidad Tecnológica del Perú
Centre for Interdisciplinary Science and Society Studies (CIICS) Lima, Peru
Universidad de Ciencias y Humanidades
Lima, Perú
januxko@gmail.com

Zsolt Demetrovics
Orsolya Király Institute of Psychology
Institute of Psychology ELTE Eötvös Loránd University
ELTE Eötvös Loránd University Budapest, Hungary
Budapest, Hungary
orsolya.papay@gmail.com

Mark D. Griffiths
International Gaming Research Unit
Nottingham Trent University
Nottingham, United Kingdom

Abstract— According to the world internet statistics,


Peru reported 22 million of internet users in 2017 and the I. INTRODUCTION
penetration rate was 67% in the same year [1]. With the According to different reports, half of the population
rapid proliferation of internet and videogames, internet worldwide will have access to internet by 2020 [2]. The
addiction and addiction to videogames has become a topic internet has become part of our daily lives and it is used by
of interest among different professionals, scholars, many organizations, educational institutions, and
organizations and the media in Peru. Despite the fact that entertainment among others. In line with this, in the mid-
previous research has found clear differences and 1990s a couple of researchers introduced the concept of
demographic profiles for internet addiction and internet internet addiction (IA) [3,4]. IA has been conceptualized as
gaming disorder, to our knowledge, there have been no the excessive use of different online applications that leads to
further reports on these associations between these negative consequences in many areas of individuals’ lives [5].
variables in Peruvian gamers. In addition to this, the term Since then, many investigators in different disciplines have
“internet addiction” has always been associated with started to research the topic [6]. Some researchers consider
videogames in the Peruvian context. Therefore, the present videogame addiction as a psychopathology per se with its own
study aimed to examine the extent of association between characteristics, while others have suggested that the internet is
problematic internet use, gaming addiction, and time spent the medium for different types of addictive behaviors [7]. In
playing, depression, and anxiety. Methods: To examine line with this, the Diagnostic and Statistical Manual of Mental
these associations, Peruvian gamers completed the Disorders included Internet Gaming Disorder (IGD) in
problematic internet use questionnaire (PIUQ), and Section III as a condition for further research [8] and in the
problematic online gaming questionnaire (POGQ), as well International Classification of Diseases (ICD), Gaming
as anxiety and depression subscales of the Brief Symptom Disorder has been recognized in the beta draft of the 11th
Inventory (BSI). Results: As expected, results revision [9]. Therefore, IGD refers to the repetitive use of
demonstrated significant associations between PIUQ, internet-based games with other players that leads to
POGQ, anxiety, depression and amount of weekly gaming. significant impairment and distress with daily live functioning
Implications and results are discussed for academics and [8]. In addition to this, Griffiths stated that internet addicts are
mental health professionals in Peru. not addicted to the internet per se, but to specific activities
engaged in via the internet [10]. Moreover, Griffiths has
Keywords — gaming, internet gaming disorder, internet suggested that IGD is a subtype of IA. In the same way,
addiction, problematic gaming use, Peruvian gaming several authors contributed to the distinction between IA and
IGD [11, 12].
IGD has been associated with many different negative
outcomes such as low life satisfaction, low academic

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performance, poor motivation to study, procrastination, stress, (1.1%), and their average age was 20 years (SD=3.695). Data
attention deficit hyperactivy disorder, impulsivity, substance were collected during a gaming event in Lima, Peru. The link
use, poorer family environment, deficits in self-control, of the questionnaire was posted in the main website of the
decreased functional connectivity between the dorsolateral event and the sample was non probabilistic.
pre-frontal cortex, social anxiety, depression, among other
B. Measures
negative psychosocial repercussions [13 -17]. In particular,
depression has been conceptualized as low mood state, lack of Basic socio-demographic information such as gender,
interest and hope, suicidal thoughts and excessive guilt [8]. It age, marital status, educational level, and current occupation
has been found that IA is associated with depression [18,19] were collected. Internet gaming patterns such as weekly
and that individuals with IGD experience depression when playing hours, type of video game played, and gaming
they are prohibited from playing online games [8,20]. Along frequency were also collected. To asses problematic internet
the same lines, depression has been found to increase among use, gamers completed the Problematic Internet Use
internet-addicted Taiwanese adolescents during a one-year Questionnaire - Short Form (PIUQ-SF-6) (Cronbach´s α =
follow-up [19] and it has been considered the most important 0.674) [33]. This scale assesses obsession, neglect and control.
predictor of IA [20]. Also, it has been found that IA has a To asses problematic internet game use, the Problematic
negative direct effect on psychological wellbeing which could Online Gaming Questionnaire (POGQ) (Cronbach´s α =
cause later worse depressive symptoms [21]. In the same way, 0.938) was used for the present study [34]. This scale assesses
different anxiety disorders have been associated with IA and the extent of gaming-related problems experienced by the
IGD. For instance, Weinstein [22] argued that socially anxious players and is closely based on the Griffiths’ components
individuals prefer online interactions over face-to-face model for behavioral addictions. Therefore, it is closely
communication due to the risks involved in social real life similar to the DSM-5 criteria for IGD. Finally, to assess
communication. Furthermore, previous reports have shown anxiety and depression, the depression and anxiety subscales
that individuals with generalized anxiety disorders are more of the Brief Symptom Inventory (Cronbach´s α = 0.935). [35].
prone to addictive behaviors [23], and IGD [24], and have C. Procedure
impairments in their interpersonal relationships among other
things [25]. The same authors stated that excessive online The present study had a cross-sectional design. We
gaming could result in negative consequences and that these contacted the organizers of a big local gaming event in Lima,
Peru. After explaining the objectives of the study to
issues will make individuals more worried about themselves,
organizers, they agreed to host the study. This was principally
thus, creating a vicious cycle.
a Multiplayer Online Battle Arena (MOBA) gaming event.
In Peru there are some studies concerning IA [28–33],
However, many other types of games were also considered by
however, most of them only used Young´s criteria for internet
addiction and there is a lack of studies on videogame addiction the organizers. All of the gamers were recruited by posting a
using the new DSM-5 criteria for IGD. In relation to internet- link of the questionnaire on the local gaming event website. A
raffle was made for gamers who decided to participate.
related disorders, anxiety, and depression in the Peruvian
Confidentiality and anonymity were obtained before
context, we found one retrospective study [31] were 30% of
participants started the survey. In the present study, data were
individuals who were diagnosed as ‘internet addicts’ had
analyzed using SPSS.
major depression. These results of previous studies may
indicate that emotional and behavioral issues are associated III. RESULTS
with individuals who are addicted to internet and videogames.
However, since research in the Peruvian context is scarce, the The description and the sample characteristics can be
idea of finding associations between anxiety, depression, seen in Table I. In this sample, gamers were more likely to be
gaming disorder, and problematic internet use in Peruvian males, singles and in their twenties.
gamers, may provide a starting point for Peruvian clinicians to Table I. Basic demographics of Peruvian gamers.
N 825
make future evidence-based treatment taking into Male (n, %) 816 (98.9%)
consideration possible dual pathology, preventive strategies Female (n, %) 9 (1.1%)
and policies with the Peruvian gaming industry. Here, we Age, years; Mean (S.D.) 20 (3.69)
report basic demographic information, internet gaming Marital Status (n, %)
patterns, and associations between anxiety, depression, Single 729 (88.4%)
In a relationship but living separately 67 (8.1%)
problematic internet use, and problematic online gaming. Living in partnership 19 (2.3%)
Married 10 (1.2%)
II. METHODS Educational level (n, %)
Completed elementary school 7 (0.8%)
A. Participants Did not complete secondary school 61 (7.4%)
The study was approved by the ethics committee at Completed secondary school 227 (27.5%)
Technical education from 1 to 2 years 34 (4.1%)
Universidad de Ciencias y Humanidades (Lima, Peru) and was
Technical education for 3 years 100 (12.1%)
part of a larger cross-cultural study on gaming motives [32]. Did not complete university 320 (38.8%)
The participants in the study comprised 825 Peruvian gamers. Completed university 76 (9.2%)
Among them, 816 were males (98.9%) and nine females

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C. Discussion and conclusions
A. Gaming patterns and frequency, In the present study, frequencies of basic socio-
demographic information, internet-gaming usage patterns,
Gaming patterns of hours spent, type of videogames and
anxiety and depression among Peruvian gamers were
frequency can be seen in Figure 1 and Table II respectively.
examined. In addition to this, relationships were found
between problematic internet use, problematic online gaming,
anxiety, depression, and hours spent gaming per week. Past
research has shown positive relationships between IA, IGD,
anxiety, and depressive symptoms [8,18–27]. Our data
revealed that most of the sample were male gamers which is
consistent with previous research [36-38]. Perhaps, the reason
of why a high percentage of males are found in this sample is
because of the nature of the event which was a gaming
tournament. Research suggest that males are likely to feel
more overconfident in tournaments than women. In addition to
this, our data showed that when gamers had more symptoms
Fig 1. Weekly playtime with online games of depression and anxiety, the more problematic internet and
gaming use patterns were found. Perhaps, the reason of why
Table II. Type of videogame and frequency this sample of Peruvian gamers with symptoms of anxiety
MOBA FPS MMORPG RTS Others showed more problematic internet use and problematic online
% % % % % gaming is that when gamers feel worried, nervous, tense
Never 3.4 33.3 54.3 30.8 34.4
and/or restless, they play videogames excessively to avoid
Less than a month 0.8 20.5 17.9 23.9 18.4
Once a month 0.7 20.1 10.8 20.5 17.0 these feelings. Moreover, gamers who are depressed may play
Weekly 15.9 18.4 12.4 18.4 21.3 more as a dysfunctional way to cope and alleviate their
Daily 79.2 7.6 4.6 6.4 8.8 depressive symptoms, feel better and improve their mood. The
combination of these symptoms in their real life and their
compensation in their competitive virtual world, status and
B. Problematic internet use, problematic online gaming, approval from others may increase addictive behaviors via
anxiety and depression. negative reinforcement. These findings support the growing
research linking addictive behaviors and psychopathology
Statistically significant correlations between
[25]. Further analyses of the relationship between weekly
problematic internet use, problematic online gaming, anxiety,
playtime and anxiety were not significant, nonetheless, a
depression, and hours played per week were found. Results
significant relationship between weekly playtime and
shown in Table III show a moderate positive correlation
depression was found. However this association is very weak
between problematic internet use and anxiety (r=.342**,
which is in line with previous findings [39].
p<.001). Similarly, a moderate positive correlation between
problematic internet use and depression (r=.336**, p<.001)
Nevertheless, there were some limitations with the
were found. Further analyses revealed positive moderate
present study. First, the sample was non-probabilistic, and this
correlationships between problematic online gaming and
means that results cannot be generalized. Second, research has
anxiety (r=.427**, p<.001) and depression (r=.433**, p<.001).
shown that there are differences in each type of games [40]
Another significant positive correlation was found between
and most of the sample in this study were MOBA (Dota 2)
hours per week and depression (r=.076*, p=033), however, the
players. Finally, it is impossible to provide definitive
strength of this association was very weak. Furthermore, hours
conclusions because of the correlational nature of the study.
per week was not related to anxiety (r=.035, p=320)
However, recent research has noted that psychiatric disorders
can result in addictive behaviors and that addictive behavior
Table III. Correlations between problematic internet use,
can lead to psychiatric disorders [25]. The present study
problematic online gaming, anxiety, depression, and weekly
assessed internet gaming patterns, basic socio-demographic
hours of gaming time.
Variables Anxiety Depression PIUQ POGQ Weekly gaming
information, problematic internet use, problematic online
Anxiety __ gaming, anxiety, and depression among Peruvian gamers.
Depressio .750** __ Future research with probabilistic samples, more diverse
n psychopathology measures, qualitative methods and more
PIUQ .342** .336** __ diverse types of videogames are needed to address and
POGQ .427** .433** .656* __
* develop specific treatments for disordered gamers in the
Weekly .035 .076* .123* .223* __ region. Such findings would help solve important issues
playtime * *
concerning health, academic, work and family variables
among Peruvian gamers. Also, such findings would be
valuable for game companies and organizations (i.e. The

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