ATTACHMENT SECURITY AND INTERNET GAMING DISORDER 2 The Effect of Stress Susceptibility on the Relationship Between Attachment and Internet Gaming A Plan B Research Project SUBMITTED TO THE FACULTY OF UNIVERSITY OF MINNESOTA BY Imane Ait Daoud IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS Chair Dr. Rebecca Gilbertson, Ph.D., Dr. Molly A. Harney, Ph.D Dr. Kathy Dowell, Ph.D. April, 2020 ATTACHMENT SECURITY AND INTERNET GAMING DISORDER 3 © Imane Ait Daoud, 2020 ATTACHMENT SECURITY AND INTERNET GAMING DISORDER 4 Acknowledgements Firstly, I would like to thank the University of Minnesota for providing me with one of the best possible levels of education in the country for both my undergraduate and graduate degrees. The University has provided me with resources such as access to the best faculty, opportunities in research as well as personal and professional growth opportunities which have shaped me as an individual, student and professional. I would also like to thank my family and my friends for supporting me throughout my journey to obtain a higher level of education and for sacrificing on my behalf to ensure the manifestation of my dream. To my parents and husband, I am especially grateful for your unconditional love and support. To the members of my plan b committee Dr. Molly A. Harney and Dr. Kathy Dowell, thank you for your support, insight, and feedback which made this research project possible. The amount of time and effort you have given this project did not go unnoticed. To Dr. Gilbertson, thank you for your support and for believing in me even when I found it hard to believe in myself. Thank you for all the lessons you’ve taught me academically, professionally, and personally through your mentorship. My experience as your student in your lab has been invaluable and I will take everything I’ve learned from you and carry it with me for the rest of my journey through school, work and beyond. ATTACHMENT SECURITY AND INTERNET GAMING DISORDER 5 Abstract The prevalence of gaming in the United States has increased dramatically in the last decade (Entertainment Software Association [ESA], 2019). Excessive gaming, however, has also become problematic, with negative effects on relationship development, emotional wellbeing, stress susceptibility and more (Kaess et al., 2017; Monacis et al., 2017; Griffiths, 2005). Excessive gaming or the pathological use of internet games is referred to as Internet Gaming Disorder (IGD) (American Psychological Association [APA], 2013). While there is an abundance of research assessing the consequences of excessive gaming, there is still much left to discover about the etiology and development of Internet Gaming Disorder (IGD). Recently, the connection between attachment security and IGD has been increasingly explored, with several studies suggesting a positive correlation between insecure attachment and IGD (Eichenberg et al., 2017; Tavakoli et al., 2014; Benarous et al.,2019). This study sought to expand on the current literature by assessing the relationship between both attachment and stress susceptibility, and IGD and stress susceptibility. Additionally, a potential mediation model was also assessed. Participants (N = 423) completed self-report assessments regarding gaming addiction, attachment, perceived stress, trauma, and other demographics. Results indicated that significant differences between attachment groups on Internet gaming disorder scores (F (3,419) = 70.80, p < .001, w = .33), with the secure group (M=6.13, SD = 4.75) reporting the fewest IGD symptoms. Secure individuals (M=51.21, SD = 23.90) also reported significantly lower levels of perceived stress than insecure individuals, F (2,418) = 61.61, p < .001. A Tukey’s post-hoc analysis showed that the secure group differed significantly from the preoccupied group (p <.001), and the Anxious-Avoidant group (p <.001) but not the Dismissive group (p = ns.). IGDS scores were significantly associated with Attachment Anxiety (r = .63, p < .01), Attachment Avoidance (r = .26, p < .01), and ACE trauma scores (r = .69, p <.01). Lastly, a mediation analysis showed that while controlling for perceived stress, attachment type was still a significant predictor of gaming addiction scores, b = -3.17, SE = .72, consistent with partial mediation. The findings of this study indicate that attachment security, as well as stress, may have significant implications in the understanding of the development and etiology of gaming addiction. Further research is called for on the pathways through which attachment may influence gaming addiction and treatment of psychopathology. Keywords: internet gaming disorder, attachment, insecure attachment, secure attachment, stress susceptibility ATTACHMENT SECURITY AND INTERNET GAMING DISORDER 6 Table of Contents List of Tables ................................................................................................................................. 7 Introduction ................................................................................................................................... 8 Internet Gaming Disorder ............................................................................................................ 8 Attachment Theory ..................................................................................................................... 11 Attachment and IGD .................................................................................................................. 13 Attachment and Susceptibility to Stress ................................................................................... 15 Stress Susceptibility in Insecure Adults .................................................................................... 16 IGD and Susceptibility to Stress ................................................................................................ 18 The Current Study ...................................................................................................................... 19 Hypotheses and Predictions ....................................................................................................... 19 Methods ........................................................................................................................................ 20 Study............................................................................................................................................. 20 Population .................................................................................................................................... 20 Primary Measures ....................................................................................................................... 22 Procedure ..................................................................................................................................... 25 Statistical Analysis ...................................................................................................................... 26 Results .......................................................................................................................................... 27 Discussion..................................................................................................................................... 34 Conclusion ................................................................................................................................... 38 References .................................................................................................................................... 40 ATTACHMENT SECURITY AND INTERNET GAMING DISORDER 7 List of Tables Descriptive statistics for gaming, stress, and demographic measures by Table 1. attachment. 48 Table 2. Zero-Order Correlations 49 Hierarchical regression Attachment Table 3. and IGDS 50 Hierarchical regression Attachment Table 4. 51 and Perceived Stress Hierarchical regression Perceived Table 5. Stress and IGDS 52 Hierarchical regression Perceived Table 6. Stress, Attachment and IGDS 53 PROCESS Mediation Results 54 Table 7. Table 8. Mediation Analysis Results 55 ATTACHMENT SECURITY AND INTERNET GAMING DISORDER 8 The Effect of Stress Susceptibility on the Relationship Between Attachment and Internet Gaming Disorder Symptoms Gaming, specifically internet gaming, is one of the fastest growing industries in technology today (Entertainment Software Association [ESA], 2019). Games are present in many households with easy access available to children, adolescents and adults throughout North America. According to the ESA, in the last year alone, the gaming industry made about 43.4 billion dollars in profits (ESA, 2019). According to a recent survey by the ESA, approximately 164 million American adults play video games with the average age of gamers being 33. This same survey found that about 65 % of Americans report gaming regularly, with 75% of households reporting having at least 1 gamer (minimum of 3 hours a week) (ESA, 2019). This number has increased by 20% since 2015 (Forsans, 2015). Of the individuals surveyed, over half reported using video gaming as a method of connecting and making friends (Forsans, 2015). Although the gaming industry often cites many positive effects of gaming such as “stress relief”, “relaxation” and “mental stimulation”, many studies have also found that gaming behaviors, when excessive, can have severely detrimental effects on individuals (ESA, 2019; Parzer, Mehl, Weil, Strittmatter, Koenig, 2017; Sugaya, Shirasaka,
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