Gaming as the New Most Important Secondary Thing in the World: Research on Internet Gaming Disorder among Gamers and Esports Players

The objective of this research was to (1) gain insight into the online and offline video gaming activities participants engaged in over the previous 12 months related to IGD, and (2) examine differences in internet gaming disorder scores between eSports players and gamers. The research was conducted on 62 participants (N=62), 26 of whom are eSports players participating in state-level and regional-level competitions, while the remaining 36 are classified as gamers. Regression analysis and t-test statistical procedures were used to test the hypotheses regarding internet gaming disorder, utilizing the IGD-20 (Internet Gaming Disorder-20) psychological scale. It was hypothesized that age, age of initiation into gaming, weekly hours played, and gamer/eSports player status are statistically significant predictors of internet gaming disorder, while also assuming that eSports players score lower on mood modification, withdrawal symptoms, and conflict subscales of internet gaming disorder. Results indicate that the first hypothesis was partially confirmed, where age (ß=-.275, p<.05) and gamer/eSports player status (ß=.459, p<.001) are statistically significant predictors of internet gaming disorder, while other variables showed no statistical significance. Testing differences between eSports players and gamers, all three hypotheses were confirmed, with eSports players scoring significantly lower on mood modification (t(60)=3.37, p<.01), withdrawal symptoms (t(60)=2.98, p<.01), and conflict (t(60)=2.86, p<.01) subscales. Conclusively, the results imply better mental health, control, and resilience in comparison to gamers, likely due to the organizational aspects of eSports organizations and the professional elements of their roles, which together seemingly serve as protective factors against mental health disorders. This research aimed to raise new questions and briefly introduce important details related to eSports and gaming.

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Publication Details

Journal
Društvene i humanističke studije
Published
2025-06-30
DOI
https://doi.org/10.51558/2490-3647.2025.10.1.657
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Gaming as the New Most Important Secondary Thing in the World: Research on Internet Gaming Disorder among Gamers and Esports Players

Elvis Vardo, Haris Šunje
Društvene i humanističke studije
Digital Games and Media
article

Gaming as the New Most Important Secondary Thing in the World: Research on Internet Gaming Disorder among Gamers and Esports Players

Elvis Vardo, Haris Šunje
article en

Abstract

The objective of this research was to (1) gain insight into the online and offline video gaming activities participants engaged in over the previous 12 months related to IGD, and (2) examine differences in internet gaming disorder scores between eSports players and gamers. The research was conducted on 62 participants (N=62), 26 of whom are eSports players participating in state-level and regional-level competitions, while the remaining 36 are classified as gamers. Regression analysis and t-test statistical procedures were used to test the hypotheses regarding internet gaming disorder, utilizing the IGD-20 (Internet Gaming Disorder-20) psychological scale. It was hypothesized that age, age of initiation into gaming, weekly hours played, and gamer/eSports player status are statistically significant predictors of internet gaming disorder, while also assuming that eSports players score lower on mood modification, withdrawal symptoms, and conflict subscales of internet gaming disorder. Results indicate that the first hypothesis was partially confirmed, where age (ß=-.275, p<.05) and gamer/eSports player status (ß=.459, p<.001) are statistically significant predictors of internet gaming disorder, while other variables showed no statistical significance. Testing differences between eSports players and gamers, all three hypotheses were confirmed, with eSports players scoring significantly lower on mood modification (t(60)=3.37, p<.01), withdrawal symptoms (t(60)=2.98, p<.01), and conflict (t(60)=2.86, p<.01) subscales. Conclusively, the results imply better mental health, control, and resilience in comparison to gamers, likely due to the organizational aspects of eSports organizations and the professional elements of their roles, which together seemingly serve as protective factors against mental health disorders. This research aimed to raise new questions and briefly introduce important details related to eSports and gaming.

Društvene i humanističke studijeVol. 10(1(27))
University of Tuzla (BA), Dzemal Bijedic University of Mostar (BA)
Openalex Percentile: Top 74%
Digital Games and Media
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