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    Maladaptive cognitions predict changes in problematic gaming in highlyengaged adults: A 12-month longitudinal study Cameron J. Forrest, Daniel L. King, Paul H. Delfabbro PII: DOI: Reference:

S0306-4603(16)30372-0 doi:10.1016/j.addbeh.2016.10.013 AB 4987

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Addictive Behaviors

Received date: Revised date: Accepted date:

16 November 2015 17 October 2016 21 October 2016

Please cite this article as: Forrest, C.J., King, D.L. & Delfabbro, P.H., Maladaptive cognitions predict changes in problematic gaming in highly-engaged adults: A 12-month longitudinal study, Addictive Behaviors (2016), doi:10.1016/j.addbeh.2016.10.013

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ACCEPTED MANUSCRIPT Title: Maladaptive cognitions predict changes in problematic gaming in highly-engaged adults: A 12month longitudinal study

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Authors’ names and affiliations:

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Cameron J. Forrest

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School of Psychology, The University of Adelaide

Corresponding author. School of Psychology, Level 4, Hughes Building, The University of Adelaide, Adelaide, SA 5005, Australia

Daniel L. King

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School of Psychology, The University of Adelaide

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Email: [email protected]

Email: [email protected] Paul H. Delfabbro

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Email: [email protected]

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School of Psychology, The University of Adelaide

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Conflict of interest: The authors have no conflicts of interest to declare.

ACCEPTED MANUSCRIPT Maladaptive cognitions predict changes in problematic gaming in highly-engaged adults: A 12-month longitudinal study

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Abstract

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Understanding the role of maladaptive gaming-related cognitions may assist in screening and interventions for problematic gaming, including Internet gaming disorder (IGD). Cognitive-behavioral interventions that target specific cognitions related to gaming may be more effective than more general approaches that focus only on

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preoccupation with games. Although past research has identified cross-sectional associations between maladaptive cognitions and problematic gaming, it is less clear whether these cognitions can predict future

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changes in problematic gaming behavior. The present study employed an 18-item measure of gaming cognition, assessing perfectionism, cognitive salience, regret, and behavioural salience, to investigate potential changes in problematic gaming over a 12-month period. The sample included 465 Australian adults (84% male, Mage = 26.2

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years). It was found that individuals who became problematic gamers over 12 months had higher baseline scores

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on perfectionism (d = 1.20), cognitive salience (d = 0.74) and regret (d = 0.69) than those who remained nonproblematic gamers. Problematic gamers who became non-problematic gamers had lower baseline

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perfectionism scores (d = 0.62) than those who remained problematic gamers. Cognitive change accounted for an additional 28% of variance in problematic gaming scores beyond gender, age, and frequency of gaming.

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These findings suggest that maladaptive gaming-related cognitions could be screened in clinical trials to aid in case formulation and inform decisions on needed interventions to deliver optimal client outcomes.

Keywords: Internet gaming disorder; addiction; cognition; problem video-gaming; Cognitive-behavior therapy; longitudinal

ACCEPTED MANUSCRIPT 1.

Introduction Research interest in problematic gaming (i.e., video gaming) has grown exponentially over the past two

decades. A notable development in the field was the inclusion of ‘Internet gaming disorder’ (IGD) in Section III

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of the DSM-5 as a condition warranting further study (APA 2013). One aspect of the IGD formulation that has

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attracted debate is its cognitive dimension. Specifically, it has been argued that ‘preoccupation’ (i.e., constantly

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thinking about gaming and planning the next gaming activity) may be a useful criterion for screening and diagnosis, but it may not describe the complexity of mental processes that drive problem gaming. Some authors have suggested, for example, that problematic gaming has specific cognitive features such as irrational thinking,

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expectancy beliefs, or cognitive biases to gaming stimuli (Haagsma, Caplan, Peters & Pieterse 2013; Kim & Davis 2009; Li & Wang 2013; Wan & Chiou 2007). Some research studies have examined this assumption and

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reported a consistent positive association between the presence of maladaptive gaming cognitions and reporting a greater number of IGD symptoms (Liu et al. 2014; Peng & Liu 2010; Zhou, Yuan & Yao 2012). On this basis, it is often argued that interventions tailored to problem gaming should consider the influence of these cognitions

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to develop more effective treatments (Griffiths & Meredith 2009; King & Delfabbro 2014a; Lemos, De Abreu &

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Sougey 2014). However, the literature is currently limited in relation to providing practical guidance on which specific cognitions may be most strongly related to problematic habits, recognising that some gaming-related

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cognitions may operate only temporarily and fail to distinguish healthy from problematic gamers over time. A systematic review by King and Delfabbro (2014b) identified four main categories of maladaptive

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cognitions related to IGD, including: (1) beliefs about game rewards and tangibility, (2) maladaptive and inflexible rules about video-gaming behavior, (3) gaming as a source of self-esteem or ego-protection, and (4) gaming as a means of gaining social acceptance. Guided by this framework and other models (e.g., Caplan, 2010; Davis, 2001) a study by Forrest, King and Delfabbro (2016a) developed a scale of 18 items to measure a range of maladaptive gaming-related cognitions. A factor analysis indicated that the items loaded on four distinct factors: (1) Perfectionism or thoughts about wanting to be ‘the best’ at a particular game or games, blaming oneself if unable to play as well as expected, and the inability to cease play if close to completing some objective; (2) Cognitive salience or thoughts related to being unable to function without video-games, ruminating about games when not playing, and using play as a means of distraction from work or other activities; (3) Regret or thoughts related to personal responsibility for the negative consequences of play, and the need to reduce one’s frequency of play; and (4) Behavioural salience or thoughts related to the need to repeat ingame activities, as well as perceptions of the time investment. The four factors correlated positively with

ACCEPTED MANUSCRIPT frequency of play, two measures of problematic gaming habits, and symptoms of psychological distress. Additionally, the author reported significant differences between problematic and non-problematic gamers for all four cognition types, and only behavioural salience was a non-significant predictor of problematic gaming

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status when controlling for all other variables. A similar pattern of results was reported in a similar study of 824

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adolescents, which reported that profiles of maladaptive gaming cognitions were distinct between problematic

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and highly-engaged gamers (King & Delfabbro, 2016). On this preliminary evidence, it seems that maladaptive gaming-related cognitions are a promising research avenue with the potential to inform cognitive-behavioural

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therapies.

1.1 Longitudinal studies of video-gaming

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Prospective studies of electronic media habits (e.g., Bessiere, Pressman, Kiesler & Kraut 2010; Dong, Lu, Zhou & Zhao 2011; Dong, Wang, Yang & Zhao 2013; Ko et al. 2015; Sun et al. 2012; van den Eijnden, Spijkerman, Vermulst, van Rooij & Engels 2010; Yen et al. 2012; Yu & Shek 2013) have often subsumed

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video-gaming under broad categories such as ‘screen-based behaviour’ (including television viewing) or

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‘Internet addiction’, which tends to include other activities such as information browsing, online social networking, online gambling, and viewing online pornographic material. For this reason, there have been

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relatively few studies that have focussed specifically on longitudinal predictors of problematic gaming. One of the most comprehensive longitudinal studies reported by Gentile et al. (2011) followed 3034 Singaporean school

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children over two years and reported that the frequency of gaming, impulsivity, and social competence predicted pathological involvement with video-games two years later. Further studies have identified other long-term predictors of problematic gaming, including: parent-child closeness (Choo, Sim, Liau, Gentile & Khoo 2015); social competence, self-esteem, and loneliness (Lemmens, Valkenburg & Peter 2011); perceived behavioural control (Haagsma, King, Pieterse & Peters 2013); peer problems, male gender, low academic self-concept, and playing as a response to encountered problems (Möβle & Rehbein 2013); being in a single parent family, low school well-being, and weaker social interaction (Rehbein & Baier 2013); attention problems (Ferguson & Ceranoglu 2014); lower academic achievement, higher than average height, presence of older siblings, and previous victimisation by traditional bullying (Yang et al. 2014); and RSA withdrawal (i.e., a physiological mechanism comparable to sensation-seeking; Coyne et al. 2015). A feature of these studies is their focus on child or adolescent populations, rather than adult gamers. Young populations may be at greater risk of developing gaming problems (Kuss & Griffiths 2012), however many of these findings may not be

ACCEPTED MANUSCRIPT generalizable to older age groups (Forrest, King & Delfabbro 2016b). Adults are also more likely than adolescents to actively seek treatment for problem gaming and therefore it is helpful to understand the gaming-

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related cognitive profiles of this population.

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1.2 The present study

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The present study aimed to determine whether maladaptive gaming cognition can predict future changes in problematic video-gaming. If cognitive changes are associated with changes in problematic habits over time, then this might suggest that these cognitions warrant attention and modification in interventions (see

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King & Delfabbro 2014c). An effective means of identifying changes is to study both healthy and problematic users using a longitudinal design, given its advantages over retrospective designs that may yield inaccurate data

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(Scharkow, Festl & Quandt 2014). The present study aimed to recruit a sample of highly-engaged and problematic Australian adults, who completed a survey of their habits and gaming-related cognitions over 12 months. It was predicted that participants who became problematic gamers would score significanty higher on

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the cognition measures than those who did not become problematic gamers. It was also predicted that

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participants who became non-problematic gamers would score lower on the cognition measures than those who remained problematic gamers. Finally, it was predicted that long-term changes in problematic gaming scores

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would be positively associated with long-term changes in cognition scores.

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Figure 1: Flow chart depicting study recruitment, attrition, and sample sizes T1 – T4

2.

Method

2.1 Participants and procedure The study was conducted as part of a broader research project which followed adult video-game players over the course of 12 months. Participants were recruited using flyers distributed throughout the campuses of two South Australian universities supplemented by online advertisements posted on websites frequented primarily by regular Australian video-gamers. All advertisements were addressed to individuals with strong interests in video-gaming. Participants were then directed to an online survey, asked to provide informed

ACCEPTED MANUSCRIPT consent and an email address enabling the researchers to contact them to participate in subsequent waves of data collection. Data were collected on four occasions at 3-month intervals (i.e., T1 = baseline, T2 = 3 months, T3 = 6 months, T4 = 9 months); in all instances, participants were asked about their gaming experiences during the past

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three months, and each participant therefore provided data for a 12-month period. Participants were

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compensated with a $10 voucher for each completed survey.

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Figure 1 presents each stage of the study, summarising drop-out between waves. Inclusion criteria were being aged 18 or older and playing games for at least 7 hours per week (i.e., an average of one hour per day) at baseline. Of the 657 initial responses received, 192 were excluded on the basis of these criteria or for providing

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incomplete or disingenuous responses. Final participation rates were: T1 N = 465, T2 N = 374, T3 N = 329, T4 N = 290. Attrition analysis (see Table 1) revealed that participants who dropped out of the study between T 1 and T4

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were on average younger, played video-games more frequently, had higher scores on the problem gaming measure and three of the four cognitions measures than those who remained in the study, although effects were

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small.

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Table 1: Baseline (T1) comparisons between participants who did and did not remain in the study Did not complete T4

(N = 290)

(N = 175)

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Completed T4

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Age

Weekly play (hours)

244 (84.1)

149 (85.1)

M (SD)

0.08 (1)

t(df)

d *

26.77 (7.59)

25.27 (6.57)

2.16 (463)

0.21

31.09 (19.34)

35.60 (21.83)

2.25* (333)

0.22

*

GAS

43.14 (13.26)

46.11 (15.09)

2.15 (331)

Perfectionism

11.50 (4.66)

12.13 (4.94)

1.37 (463)

Cognitive salience

10.90 (4.04)

11.91 (4.82)

2.33* (318)

Regret Behavioural salience Note: *p < .05, **p < .01.

2.2 Measures

Effect size

Χ2 (df)

n (%)

Gender=male

Test statistic

5.30 (2.61) 6.81 (2.73)

6.05 (2.97) 7.37 (2.96)

0.21

0.23

**

0.27

*

0.20

2.78 (331) 2.06 (463)

ACCEPTED MANUSCRIPT Participants completed an online survey requesting demographic information, frequency of gaming during a typical week in the last 3 months (in hours), and additional measures listed below. The survey took between 30-45 minutes to complete.

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Maladaptive gaming cognitions: This survey contained 18 items used to measure maladaptive

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cognitions related to video-gaming, separated into four subscales: Perfectionism (6 items, T1 α = .83) measured

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thoughts such as wanting to be a better player than others, blaming oneself or feelings of failure if unable to complete or solve parts of a game, and being unable to cease play until objectives have been completed. Cognitive salience (6 items, T1 α = .81) measured thoughts related to being unable to function or focus on other

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activities due to ruminating about video-games, as well as the importance of gaming to one’s identity. Regret (3 items, T1 α = .81) measured thoughts about feeling guilty or wanting to reduce one’s frequency of play due to

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negative consequences. Behavioural salience (3 items, T1 α = .74) measured thoughts about repetitive in-game behaviours, as well as difficulty in ceasing play due to time investment. Responses were given on a 5-point scale where 1 = ‘Never’, 2 = ‘Rarely’, 3 = ‘Some of the time’, 4 = ‘Most of the time’, and 5 = ‘Always’. Further

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information on how these scales were constructed has been reported elsewhere (Forrest et al. 2016a).

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The Game Addiction Scale (GAS; Lemmens, Valkenburg & Peter 2009; T1 α = .93) is a 21-item measure of the extent to which an individual’s video-gaming habits have become problematic in terms of

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symptoms related to salience, tolerance, mood modification, relapse, withdrawal, conflict, and problems caused by play. Responses are given on a 5-point Likert scale (‘never’ to ‘very often’), providing a potential minimum score of 21 and a potential maximum of 105. Each of the 7 symptom types is measured by individual subscales

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which are considered ‘met’ if the average score on their items is 3 (‘sometimes’) or greater. Participants were classified as problematic gamers if they met at least 4 of the 7 criteria. Rates of problematic involvement were: T1 15.7%, T4 9.2%.

2.3 Analytical strategy Descriptive statistics were produced using all available data from completed surveys across the four waves of measurement. For the longitudinal analyses only (T1 – T4), multiple imputation was used to provide values where data were missing. Multiple imputation uses all available data to provide estimations for any missing data, the final values of which are calculated as the averages of five such estimations. Imputing data allows analyses to be performed on responses from all participants, rather than excluding cases listwise or pairwise. Little’s test indicated that data could be considered missing completely at random for the purposes of

ACCEPTED MANUSCRIPT analyses, χ2(366) = 410.76, p > .05. Because data were only missing where participants had dropped out between waves, the number of participants for whom values were imputed was equivalent to the number of drop outs (i.e. for N = 175 cases or 37.6% of the baseline sample).

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As the purpose of the study was to investigate whether baseline cognitions could be used to predict

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changes in behaviour at 12 months, comparisons were focussed on differences between T1 and T4, to reduce the

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complexity of group assignment and in line with research by Ko et al. (2007). First, participants were classified into one of four groups according to whether they could be classified as problematic gamers at T1 and T4. Participants who were non-problematic gamers at both T1 and T4 formed the ‘Never’ group. Those who were

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non-problematic gamers at T1 but were problematic gamers at T4 formed the ‘Starts’ group. Those who were problematic gamers at T1 but were non-problematic gamers at T4 formed the ‘Stops’ group. Finally, those who

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were problematic gamers at both T1 and T4 formed the ‘Stays’ group. For ease of comparability, these labels were consistent with those used by Ko et al. (2007) and Gentile et al. (2011). These groups were compared using chi-square analyses and one-way ANOVA with planned comparisons. Comparisons between the Never

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and Starts groups were used to identify potential risk factors of problematic gaming, whereas comparisons

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between the Stops and Stays groups were used to identify potential remission factors. A hierarchical regression model was then constructed predicting changes in problematic gaming scores (calculated as T4–T1). For

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consistency with past literature, this regression was based on analyses used by Ko et al. (2007), Meerkerk et al. (2006) and Scharkow et al. (2014). Gender, age, frequency of play, and baseline problematic gaming scores

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were entered in the first step, and baseline and changes in cognition scores were entered in the second step. All analyses were conducted using SPSS for Windows, version 21.

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Results

Descriptive statistics by measurement occasion are displayed in Table 2. Significant differences were found between all four groups for perfectionism (F(3, 461) = 50.31, p < .001), cognitive salience (F(3, 461) = 75.67, p < .001), regret (F(3, 461) = 60.37, p < .001) and behavioural salience (F(3, 461) = 17.65, p < .001), but not for age (F(3, 461) = 1.80, p > .05). Table 3 presents the results of baseline comparisons (chi-square and planned contrasts) between the Never/Starts and Stops/Stays groups. Participants who became problematic gamers during the study had significantly higher perfectionism, cognitive salience, and regret scores at baseline than those who remained non-problematic gamers, and those who became non-problematic gamers had

ACCEPTED MANUSCRIPT significantly higher perfectionism scores at baseline than those who remained problematic gamers. These findings indicated that perfectionism, cognitive salience, and regret were the most relevant cognitions when

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comparing problematic and non-problematic gamers longitudinally.

T2 (N = 374)

T3 (N = 329)

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T1 (N = 465)

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Table 2: Descriptive statistics by measurement occasion

T4 (N = 290)

n (%)

Gender=male

393 (84.5)

312 (83.4)

276 (83.9)

244 (84.1)

Age Weekly

play

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M (SD) 26.21 (7.25)

26.63 (7.28)

27.10 (7.45)

27.55 (7.64)

32.79 (20.40)

31.36 (18.77)

28.01 (16.31)

29.31 (16.52)

42.56 (13.93)

41.06 (13.63)

40.20 (13.06)

11.28 (4.57)

10.82 (4.21)

10.56 (4.25)

11.12 (4.34)

10.98 (4.23)

10.92 (4.19)

5.35 (2.63)

5.18 (2.57)

5.11 (2.61)

6.68 (2.72)

6.29 (2.54)

6.48 (2.65)

Perfectionism

11.74 (4.78)

Cognitive salience

11.28 (4.37)

Regret

5.58 (2.77)

Behavioural

7.02 (2.83)

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44.26 (14.04)

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GAS

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(hours)

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salience

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Starts

(N = 374)

(N = 18)

Test statistic

1.33

Perfectionism Cognitive salience

26.54 (7.33) 10.61 (3.86) 10.11 (3.25)

(1)

(N = 25)

t (df)

23.11 (5.74) 15.33 (5.36) 12.56 (4.10)

1.96 (461) 3.69

**

(18)

2.49

*

(18)

*

(18)

4.89 (2.15)

6.39 (2.52)

2.48

Behavioural salience

6.59 (2.64)

7.67 (2.95)

1.66 (461)

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Regret

d

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Note: *p < .05, **p < .01.

Test statistic

Effect size

Χ2 (df)

N (%)

37 (77.1)

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17 (94.4)

M (SD) Age

Stays

CR

Χ (df)

23 (92.0)

M (SD)

2.50

(1)

t (df)

25.42 (6.85)

24.96 (7.40)

0.26 (461)

1.20

15.50 (4.68)

18.72 (6.19)

2.28* (39)

0.74

16.48 (4.84)

17.88 (5.04)

1.14

(47)

0.69

8.83 (3.22)

9.08 (3.09)

0.32

(51)

9.23 (2.86)

8.72 (2.85)

0.77 (461)

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316 (84.5)

Stops (N = 48)

2

N (%) Gender=male

Effect size

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Never

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Table 3: Baseline comparisons (planned contrasts) between Never, Starts, Stops and Stays groups using GAS criteria (N = 465)

d

0.62

ACCEPTED MANUSCRIPT Table 4 presents a summary of the hierarchical regression models predicting T1–T4 changes in problematic gaming scores. Higher baseline perfectionism, cognitive salience and regret scores, and increases in cognitive salience, regret, behavioural salience and weekly frequency of play predicted increases in problematic

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scores accounted for a further 28% of changes in problematic gaming scores.

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gaming scores over 12 months. When controlling for all other variables, baseline and changes in cognition

Table 4: Hierarchical regression predicting changes in problem gaming scores from baseline and changes in gaming-related cognitions over 12 months (N = 465)

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B (SE)

Step 1

β

ΔR2

8.15** (2.19)

Constant

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Gender=male Age (baseline) Age change

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Frequency of play (baseline) Frequency of play change

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GAS (baseline)

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Step 2

-0.24

(0.86)

-0.01

0.02

(0.05)

0.01

-0.29

(0.32)

-0.02

(0.02)

0.05

(0.03)

0.12

-0.70** (0.04)

-0.77

0.03 0.09

**

.459

Perfectionism (baseline)

0.26* (0.12)

0.10

Perfectionism change

0.09

(0.13)

0.03

0.90

**

(0.15)

0.31

1.34

**

(0.14)

0.43

0.88

*

(0.20)

0.19

Regret change

1.32

**

(0.21)

0.25

Behavioural salience (baseline)

0.15

(0.18)

0.03

(0.19)

0.09

Cognitive salience (baseline)

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Cognitive salience change Regret (baseline)

Behavioural salience change

0.46

*

.280 Note: *p < .05, **p < .001.

4.

Discussion This study examined whether maladaptive gaming-related cognitions may predict changes in

problematic gaming behaviour over time. In a sample of highly-engaged gaming adults, it was found that

ACCEPTED MANUSCRIPT normal individuals who became problematic gamers over the course of 12 months scored significantly higher on measures of perfectionism, cognitive salience, and regret at baseline than those who remained non-problematic gamers. Gamers whose habits became non-problematic during this period had lower baseline perfectionism

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scores than those who remained problematically involved. These findings therefore suggest that there may exist

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longitudinal associations between changes in maladaptive gaming-related cognitions and problematic gaming.

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Past research and reviews (Choo et al. 2015; Davis 2001; Winkler et al., 2013) have emphasised that CBT may be an effective treatment for IGD. However, there is potential for these interventions to be more tailored to the specific cognitive dimensions of gaming, and include outcome measures of gaming cognition

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(King & Delfabbro 2014c; Peng & Liu, 2010). This study identified four types of gaming-related cognitions which appear to change as a function of problematic gaming. Differences in cognitive salience and regret were

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found to be particularly influential on levels of gaming problems. Although changes in behavioural salience scores significantly predicted changes in problematic gaming scores, planned contrasts found non-significant differences between the Never/Starts and Stops/Stays groups. These findings lend support to models of gaming

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that emphasise these cognitive features (Caplan 2010; Davis 2001). However, this does not rule out the

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possibility of other important cognitive aspects of gaming, particularly as gaming itself continues to evolve via new technologies, such as virtual reality devices. For example, competition and social interaction (Caplan 2003;

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Forrest et al. 2016b; Sherry, Greenberg, Lucas & Lachlan 2006) have been associated with problematic gaming and there may be useful cognitions associated with these motivations to play.

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Longitudinal regression analyses found that cognitive salience and regret were the strongest predictors of long-term changes in problematic gaming scores. Higher baseline regret, higher baseline cognitive salience, and increases in regret, cognitive salience and behavioural salience predicted increases in problematic gaming scores over 12 months. Furthermore, the combination of baseline and changes in all four cognition types accounted for a further 28% of variance in changes in problematic gaming than the combination of gender, age, frequency of play, and baseline problematic gaming. These variables had been noted as the most consistent predictors of problematic habits in the IGD literature, but only changes in frequency of play remained a significant predictor when controlling for cognition scores. Interestingly, although baseline perfectionism scores were a significant predictor of problem gaming, changes in perfectionism were not. This supports previous suggestions that certain types of cognitions are more relevant to problematic habits than others (Forrest et al. 2016b). Discrepancies between the regression model and planned contrasts likely reflect the use of problematic

ACCEPTED MANUSCRIPT gaming scores as a continuous measure versus using cut-off scores to classify individuals as problematically involved. A relatively high proportion of problematic gamers became non-problematic gamers during the study.

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Using GAS criteria, 66% of participants who were classified as problematic gamers at T1 became non-

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problematic gamers by T4. This finding was consistent with studies that have identified declines in symptom

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severity among adults over time (Konkolÿ et al., 2015; Möβle & Rehbein 2013; Scharkow et al. 2014). In a similar study of Australian adult regular gamers, King et al. (2013) reported that normal and problematic gamers both experienced decreases in problem gambling symptoms over 18 months. In line with their suggestions, these

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findings may indicate maturation or spontaneous recovery effects which have been observed for other addictions such as pathological gambling (Anglin, Brecht, Woodward & Bonett 1986; Toneatto et al. 2008). Further

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research could investigate the variables that contribute to these declines in problematic gaming over time, with a particular focus on modifiable psychological, social and environmental variables that might inform education

Limitations and future directions

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5.

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for individuals seeking to moderate their gaming activity.

This study had some limitations that warrant discussion. The cognition measure developed for this

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study is only preliminary at this stage and would benefit from further validation using other samples. The measure may benefit from item refinement using cognitive testing, which may identify other cognition types

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associated with problematic gaming. The study sample was recruited from multiple sources and is unlikely to be representative of the general gaming population, especially since highly-engaged gamers were targeted in order to provide higher rates of problematic involvement. Similarly, the GAS was developed using an adolescent population and comparatively few studies have examined its psychometric properties in adult populations. Furthermore, despite recruiting a sample with high rates of problematic gaming, sample sizes for the Starts, Stops and Never groups were small. Small sample sizes increase risk of type II error. The group classifications – ‘Starts, Stops, Stays, and Never’ – referred to problematic gaming status at the two measurement occasions, and did not take into account possible dynamic changes in the interim. Some participants classified as ‘Never’ may have met some problem criteria during the 9 months between T1 and T4, and this represents a limitation of using only cut-off scores for classifying individuals as problematic gamers. However, it is also the case that such minor changes in problematic gaming status would have been transient. The attrition rate was also relatively high despite offering rewards for participation. Another issue is the analyses carried the assumption that

ACCEPTED MANUSCRIPT maladaptive cognitions are a cause of problematic habits. However, it is likely that the presence of one symptom or condition reinforces the other. For example, Gentile et al. (2011) found that impulsivity predicted pathological gaming, but also increased after participants became pathological gamers. These finding should not

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be interpreted as an attempt to resolve the ‘chicken or egg’ problem of whether maladaptive cognitions or

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problematic behaviours arise first. To this end, case studies and qualitative data would be especially useful in

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explaining their development.

Conclusion

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Problematic gaming is thought to be maintained by specific maladaptive beliefs about gaming activities. Past longitudinal studies of problematic gaming have often focussed on consequences rather than

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causes of play. This study suggests that changes in gaming-related cognitive salience, regret, and perfectionism, may explain longer term changes in problematic gaming habits. This study presents a preliminary measure of these cognitions which demonstrate cross-sectional and longitudinal associations with problematic gaming

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involvement. It is hoped that these findings may inform the development of interventions for clients seeking to

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address negative impacts of gaming on other areas of functioning (e.g., sleep, work productivity, interpersonal relationships), by enabling individuals to identify the types of maladaptive thought patterns that initiate and

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sustain problematic gaming sessions.

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ACCEPTED MANUSCRIPT Role of Funding Sources All authors were employed by the University of Adelaide at the time of writing and no external funding was

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used in support of this study.

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Contributors

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All authors contributed to the study design, analysis, and interpretation of data. Author A wrote the first draft of the manuscript and all authors contributed to and have approved the final manuscript.

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Conflict of Interest

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All authors declare that they have no conflicts of interest.

ACCEPTED MANUSCRIPT Highlights

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Longitudinal study of cognitions related to problematic video-game playing We use a recently developed measure of gaming-related cognitions Cognitions are perfectionism, cognitive salience, regret, and behavioural salience These cognitions act as both risk and remission factors for problematic behaviour We discuss implications for interventions and clinical trials

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