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Is the proposed distinction of gaming disorder into a predominantly online vs. offline form meaningful? Empirical evidence from a large German speaking gamer sample

Addictive Behaviors Reports, 2021

Christian Montag, Bruno Schivinski, Halley M. Pontes

Addictive Behaviors Reports, volume 14, article 100391, December 2021 (online 1 November 2021)

  • Open access
  • 2,768 German-speaking gamers
  • Online survey
  • MANCOVA
  • Germany, Austria, Switzerland
  • Open data (OSF)

Free full text: the open access article (CC BY 4.0), re-typeset as a clean PDF with the same content as the published version. Please cite the published version.

Keywords
  • gaming disorder
  • internet gaming disorder
  • gaming mode
  • offline gaming
  • online gaming
  • gaming device
  • ICD-11
  • DSM-5
  • structural characteristics of video games
  • multiplayer games
  • desktop computer gaming
  • console gaming
  • mobile gaming
  • loneliness
  • attention problems
  • depression
  • Gaming Disorder Test (GDT)
  • Internet Gaming Disorder Scale–Short-Form (IGDS9-SF)
  • UCLA Loneliness Scale
  • PHQ-8
  • online survey
  • MANCOVA
  • open data
  • German-speaking countries

The WHO’s split of gaming disorder into a mainly online and a mainly offline form makes sense: in 2,768 German-speaking gamers, those who played mostly online had the most symptoms, followed by mixed and then offline gamers. Gamers who mostly played on a desktop computer also had the highest symptom scores and played the longest.

Key findings

  1. Online gamers show the most gaming disorder symptoms. Gaming Disorder Test scores were highest for gamers who mainly played online (9.27), lower for those playing online and offline equally (8.51) and lowest for offline gamers (7.32); all three groups differed significantly (Montag et al., 2021).
  2. Online gamers also play the longest. Online gamers played 23.0 hours a week on average, against 20.7 for mixed and 12.7 for offline gamers; gaming mode explained about 4% of the variance in gaming time and about 2% in disorder scores (Montag et al., 2021).
  3. Desktop computer gamers score highest. Gamers who mostly used a desktop computer reported the most weekly gaming (24.2 hours) and the highest gaming disorder scores under both the WHO and APA frameworks, compared with console, laptop and mobile gamers (Montag et al., 2021).
  4. Online play dominates on every device. 54% of participants mainly played online, 27% online and offline, and 19% offline; online gaming was the most common mode for every device (Montag et al., 2021).

At a glance

Design
Cross-sectional online survey on the team’s German-language gaming disorder self-test platform, promoted via radio, TV and social media, May 2019 to August 2020
Participants
2,768 gamers (2,356 men, 412 women; mean age 28.7, SD 11.9) from Germany (2,126), Switzerland (475), Austria (126), Luxembourg (10) and other countries (31); 13 professional gamers
Gaming mode
Mainly online (n = 1,490), mixed online and offline (n = 740) or mainly offline (n = 538)
Gaming device
Console (n = 772), desktop computer (n = 1,441), laptop (n = 278) or mobile device (n = 277)
Measures
Gaming Disorder Test (WHO framework), IGDS9-SF (APA framework), three-item UCLA Loneliness Scale, attention problems scale (Swing et al., 2010) and PHQ-8 depression; weekly time spent gaming
Analysis
t-tests by gender, Pearson correlations, χ² test of mode by device, and MANCOVAs with gender and gaming mode (or device) as factors and age as covariate
Ethics
University ethics committee approval (2018/95)
Data
Full data set on the Open Science Framework (osf.io/ntyhr)

Figure 1. Gaming mode by gaming device

OnlineMixed (online and offline)Offline0150300450600750900Console, Online: 382382Console, Mixed (online and offline): 189189Console, Offline: 201201Console (n = 772)Desktop computer, Online: 850850Desktop computer, Mixed (online and offline): 409409Desktop computer, Offline: 182182Desktop computer (n = 1,441)Laptop, Online: 134134Laptop, Mixed (online and offline): 6565Laptop, Offline: 7979Laptop (n = 278)Mobile device, Online: 124124Mobile device, Mixed (online and offline): 7777Mobile device, Offline: 7676Mobile device (n = 277)Number of participantsN = 2,768 German-speaking gamers; usual gaming device by preferred gaming mode.
Redrawn from Fig. 1 of the article (counts as labelled on the published figure). Online play is the most common mode on every device; desktop computer users stand out with a large group playing both online and offline (χ² = 92.22, df = 6, p < .001).

Gaming Disorder Test scores by gaming mode and device

Gaming modeMainly online9.27Online and offline8.51Mainly offline7.32Gaming deviceDesktop computer8.99Laptop8.47Mobile device8.45Console8.29
Mean Gaming Disorder Test scores (possible range 4 to 20; Tables 3 and 4 of the article, N = 2,768).

Tables

Table 1. Descriptive statistics and differences between scores of males and females

Variable Total (n = 2,768) Men (n = 2,356) Women (n = 412) t df p
Weekly time spent gaming 20.39 (15.73) [16] 20.99 (15.80) [18] 16.97 (14.85) [14] 4.81 2766 <.001
Gaming Disorder 8.69 (3.62) [8] 8.85 (3.66) [8] 7.79 (3.20) [7] 6.05 614,904 <.001
Internet Gaming Disorder 17.44 (7.03) [15] 17.72 (7.15) [16] 15.89 (6.07) [14] 5.49 628,071 <.001
Attention Problems 6.53 (2.56) [6] 6.48 (2.56) [6] 6.81 (2.56) [7] −2.44 2766 <.05
Loneliness 6.22 (3.04) [6] 6.16 (3.01) [6] 6.53 (3.19) [6] −2.20 546,660 <.05
Depression 13.78 (4.35) [13] 13.62 (4.32) [13] 14.69 (4.39) [14] −4.63 2766 <.001

Mean (SD) [median]. Degrees of freedom as printed (the article uses decimal commas for Welch-corrected df, e.g. 614,904 = 614.904).

Table 2. Correlation analysis between metric variables of interest

Gaming time GD IGD Attention Loneliness Depression Age
Gaming time 0.38 0.43 0.10 0.21 0.26 −0.14
GD 0.84 0.50 0.41 0.54 −0.13
IGD 0.47 0.45 0.58 −0.15
Attention 0.37 0.53 −0.04*
Loneliness 0.53 0.03 (n.s.)
Depression 0.002 (n.s.)

Gaming time = weekly time spent gaming; GD = Gaming Disorder (GDT); IGD = Internet Gaming Disorder (IGDS9-SF); Attention = attention problems. Pearson correlations, two-tailed; all p < .001 except *p < .05 and n.s. = not significant. Spearman correlations are with the data on the OSF.

Table 3. Associations between different gaming modes (predominantly online, both online and offline, predominantly offline) and gaming variables, attentional problems, loneliness, and depressive tendencies

Variable Online (1,490) Mixed (740) Offline (538) F(2,2761) p η²
Weekly time spent gaming 23.02 (16.44) 20.66 (15.18) 12.73 (11.38) 58.59 <.001 0.041
Gaming Disorder 9.27 (3.74) 8.51 (3.47) 7.32 (3.04) 27.49 <.001 0.020
Internet Gaming Disorder 18.68 (7.31) 17.00 (6.70) 14.63 (5.66) 31.40 <.001 0.022
Attention Problems 6.64 (2.61) 6.35 (2.47) 6.45 (2.57) 0.76 n.s. 0.001
Loneliness 6.15 (3.08) 6.25 (2.95) 6.36 (3.05) 0.04 n.s. 0.000
Depression 13.91 (4.46) 13.69 (4.38) 13.53 (3.98) 1.32 n.s. 0.001

Mean (SD); group sizes in brackets in the header. Results from MANCOVA with gender as a further factor and age as covariate. Score ranges: Gaming Disorder 4–20; Internet Gaming Disorder 9–45; attention problems 3–15; loneliness 3–15; depression 8–32.

Table 4. Associations between different gaming devices and gaming variables, attention problems, loneliness, and depressive tendencies

Variable Console (772) Desktop (1,441) Laptop (278) Mobile (277) F(3,2759) p η²
Weekly time spent gaming 17.11 (13.04) 24.15 (16.89) 16.50 (13.77) 13.91 (12.81) 27.86 <.001 0.029
Gaming Disorder 8.29 (3.43) 8.99 (3.68) 8.47 (3.65) 8.45 (3.66) 4.88 .002 0.005
Internet Gaming Disorder 16.98 (6.87) 17.99 (7.07) 16.68 (6.97) 16.65 (7.12) 2.68 <.05 0.003
Attention Problems 6.48 (2.63) 6.44 (2.51) 6.68 (2.48) 6.97 (2.70) 5.64 <.001 0.006
Loneliness 5.90 (2.92) 6.32 (3.05) 6.59 (3.27) 6.19 (3.04) 1.91 n.s. 0.002
Depression 13.65 (4.25) 13.71 (4.41) 13.99 (4.43) 14.25 (4.25) 1.30 n.s. 0.001

Mean (SD); group sizes in brackets in the header. Results from MANCOVA with gender as a further factor and age as covariate. Score ranges: Gaming Disorder 4–20; Internet Gaming Disorder 9–45; attention problems 3–15; loneliness 3–15; depression 8–32.

The question

The World Health Organization’s ICD-11 distinguishes gaming disorder that is predominantly online from gaming disorder that is predominantly offline, but no study had tested whether the distinction is meaningful. We compared gamers who play mainly online, mainly offline or both on gaming disorder symptoms, gaming time, loneliness, attention problems and depression, and examined whether the device people play on matters too.

Implications

Practical implications

Gaming mode and device can help clinicians and researchers judge who may be more vulnerable to disordered gaming: online play, and play on desktop computers, went with more symptoms and more hours. Because the industry holds much of the relevant data, for example on freemium games designed to prolong play, cooperation with independent researchers is needed.

Theoretical implications

The study provides the first empirical support for the ICD-11 distinction between predominantly online and offline gaming disorder, and suggests that structural characteristics such as online multiplayer features and the gaming device should be considered in the study of disordered gaming.

Limitations and future research

  • All data are self-reported; structured interviews and clinical samples are needed to validate the findings.
  • The sample is large but not representative of German-speaking gamers, and few women took part.
  • The design is cross-sectional and correlational, so causal conclusions cannot be drawn.

Questions this paper answers

Is online gaming more addictive than offline gaming?

In 2,768 German-speaking gamers, those who played mainly online had higher gaming disorder scores than mixed and offline gamers, though gaming mode explained only about 2% of the variance (Montag et al., 2021).

Does the gaming device matter for gaming disorder?

Yes, modestly. Desktop computer gamers reported the most gaming time and the highest gaming disorder scores of all device groups (Montag et al., 2021).

What does ICD-11 say about online and offline gaming disorder?

ICD-11 distinguishes gaming disorder that is predominantly online (6C51.0), predominantly offline (6C51.1) and unspecified.

Is gaming disorder linked to loneliness and depression?

Yes. Gaming disorder scores correlated with loneliness (r = .41), attention problems (.50) and depression (.54) in this sample, but these did not differ by gaming mode (Montag et al., 2021).

Key concepts

Gaming disorder (WHO)
An ICD-11 diagnosis marked by impaired control over gaming, increasing priority given to gaming and continued gaming despite negative consequences, with significant impairment.
Internet gaming disorder (APA)
A DSM-5 condition for further study, defined by at least five of nine criteria within 12 months.
Gaming mode
Whether a person plays predominantly online, predominantly offline or both equally.
Structural characteristics
Design features of games, such as multiplayer functions and reward schedules, that may influence playing behaviour and addictive potential.

Open science and materials

  • Full text (PDF) Open access article re-typeset as a clean PDF, including all tables and figures
  • Data (OSF) Open Science Framework project with the data set
  • Published version Addictive Behaviors Reports (open access)

Study materials

Measures
GDT and IGDS9-SF rated from 1 = ‘never’ to 5 = ‘very often’; UCLA loneliness (3 items) and attention problems (3 items) rated from 1 = ‘strongly disagree’ to 5 = ‘strongly agree’; PHQ-8 rated from 1 = ‘not at all’ to 4 = ‘nearly every day’.
Questions on gaming
Participants reported whether they mainly played online, offline or both equally, and whether they mainly used a console, desktop computer, laptop or mobile device such as a smartphone.

How to cite

Montag, C., Schivinski, B., & Pontes, H. M. (2021). Is the proposed distinction of gaming disorder into a predominantly online vs. offline form meaningful? Empirical evidence from a large German speaking gamer sample. Addictive Behaviors Reports, 14, Article 100391. https://doi.org/10.1016/j.abrep.2021.100391

Open access under a Creative Commons CC BY 4.0 licence.

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