Sex differences in gaming disorder: Implication for a comprehensive treatment in lower-middle income country
Abstract
BACKGROUND: COVID-19 has resulted in an unprecedented rise in internet addiction (IA). At least 14.4% of Indonesians suffer from the addiction, with gaming disorder accounting for the majority of cases. The study also found an equal number of males and females suffering from IA. Males and females are fundamentally different from a biological, psychological, and societal standpoint. These distinctions also influence how each sex interacts with gaming disorder. Therefore, a thorough grasp of sex-specific variables in gaming disorder is required for developing a comprehensive treatment strategy.
METHODS: A nationwide cross-sectional study using internet-based survey was conducted in 2022. The primary outcome measured was The Gaming Engagement Screener (GAMES) score, with scores of more than 4 indicating a probable gaming disorder. The types of games played and gaming motives were assessed to determine sex-specific differences.
RESULTS: A total of 463 Indonesian adults aged 18-59 years old (53.1% male and 46.9% female) participated in this study. From the population, 19.6% had GAMES scores of more than 4 (CI95%: 15.8% - 24.0%). Males had a higher risk of getting screened with probable gaming disorder compared to females (OR: 1.83; CI95%: 1.09–3.06). Furthermore, different types of games were preferred, with males preferring aggressive games such as massively multiplayer online game (MMORPG), mobile online battle arena (MOBA), first-person shooter (FPS), strategy, and sports games, and females preferring casual games, board games, and card games. This may be explained by differing gaming motives, with males seeking social interaction, fulfilling compulsive needs, and pursuing achievement through gaming, whilst females were utilizing games to relieve stress, fill leisure time, and for entertainment purposes.
CONCLUSIONS: Males were more likely to have probable gaming disorder compared to females. Treatment approach should take into account the underlying motivation for gaming, as males were more reward and social driven whilst females were more mood related. Thus, focused treatment on increasing competence and redirection toward other positive behaviors may be more beneficial for males as mood regulation treatment may prove beneficial for females.