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Metacognition, Desire Thinking and Craving in Problematic Video Game Use
Journal article   Open access   Peer reviewed

Metacognition, Desire Thinking and Craving in Problematic Video Game Use

Jack Bonner, Andrew Allen, Mary Katsikitis, Steven Love and Lee Kannis-Dymand
Journal of Technology in Behavioral Science, Vol.7(4), pp.532-546
2022
PMCID: PMC9393099
PMID: 36034539
Appears in  UniSC Diversity and Inclusion Research Collection
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Published Version Open Access CC BY V4.0
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https://doi.org/10.1007/s41347-022-00272-4View
Published Version

Abstract

metacognition desire thinking internet gaming disorder video games addiction UniSC Diversity Area - Disability and Inclusion
Gaming addiction is now a prevalent and persistent phenomenon in modern society. This study aimed to assess the metacog-nitive model of desire thinking and craving in explaining problematic video game use and to examine the role that specific motives for gaming have towards positive metacognitions about desire thinking. A sample of participants (N = 186) aged between 18 and 58 years old, who were primarily male (81.8%), played online games and met the inclusion criteria for Inter-net gaming disorder, completed an online survey, and the data were cross-sectionally analysed. Specifically, path analysis confirmed that the metacognitive model of desire thinking and craving was predictive of gaming-related cognitions and crav-ings. Furthermore, an expanded model, which included measures of psychopathology, suggested that anger and anxiety may magnify the driving metacognitive and cognitive processes underlying cravings. Finally, a multiple regression revealed that gaming for escapism, coping and skill development associated with stronger positive metacognitions about desire thinking. The findings of this study reinforced the importance of understanding motive when exploring problematic gaming and provided support for the role of metacognitions about desire thinking in shaping video game use cravings. Such findings could benefit both research and practice in their approach to understanding and intervening on problematic gaming behaviours.

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