Positive and Avoidance Outcome Expectancies as Mediators of the Relationship between Social Influence and Problematic Internet Gaming Behavior: Preliminary Findings.

This study tested the hypothesis that positive expectancies (i.e., the belief that gaming will be rewarding) and avoidance expectancies (i.e., the belief that gaming will relieve stress) would mediate the impact of peer social influence on problematic internet gaming behavior. Internet game players...

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Detalles Bibliográficos
Publicado en:Journal of Psychopathology & Behavioral Assessment Vol. 46; no. 2; pp. 450 - 457
Autores principales: Perez, Rene A., Katz, Elizabeth C.
Formato: research tables/charts Journal Article
Publicado: Springer Nature Jun2024
Acceso en línea:Ver este registro en EBSCOhost
Descripción
Sumario:This study tested the hypothesis that positive expectancies (i.e., the belief that gaming will be rewarding) and avoidance expectancies (i.e., the belief that gaming will relieve stress) would mediate the impact of peer social influence on problematic internet gaming behavior. Internet game players (n = 120) accessed the link to the study through the psychology department research pool website as well as through Reddit gaming threads. After providing informed consent and demographic information, participants completed the remaining measures in a randomized order. Social influence was measured using the Peer Influence for Internet Gaming Addiction (IGA) scale which assessed approval of gaming, perceived frequency of gaming, and invitations to play. The Game-Use Expectancies scale assessed positive and avoidance expectancies of online gaming. Problematic internet gaming behavior was assessed using the Internet Gaming Disorder Test-20 (IGDT). Participants played internet games at least once per week and had an average IGDT score of 43.1 (SD = 10.42; Median = 44) with scores ranging from 21 to 68. None of our participants met criteria for IGD. Mediation was tested using Hayes (2022) PROCESS Macro model 4. Stronger peer influence and stronger expectations of relief (i.e., avoidance expectancies) were associated with higher IGDT scores. Moreover, stronger peer influence was associated with more positive outcome expectancies. Neither positive nor avoidance expectancies mediated the association between peer influence and IGDT score. Our results indicate that avoidance, as opposed to positive, expectancies are important predictors of problematic internet gaming behavior.