期刊
TRANSCULTURAL PSYCHIATRY
卷 56, 期 4, 页码 748-774出版社
SAGE PUBLICATIONS LTD
DOI: 10.1177/1363461519844356
关键词
idioms of distress; Internet gaming disorder; involved gaming; online computer games; psychiatric anthropology
资金
- U.S. National Science Foundation
- NSF [1600448]
- Direct For Social, Behav & Economic Scie
- Division Of Behavioral and Cognitive Sci [1600448] Funding Source: National Science Foundation
Extending classic anthropological idioms of distress research, we argue that intensive online videogame involvement is better conceptualized as a new global idiom, not only of distress but also of wellness, especially for emerging adults (late teens through the 20s). Drawing on cognitive anthropological cultural domain interviews conducted with a small sample of U.S. gamers (N = 26 free-list and 34 pile-sort respondents) (Study 1) and a large sample of survey data on gaming experience (N = 3629) (Study 2), we discuss the cultural meaning and social context of this new cultural idiom of wellness and distress. Our analysis suggests that the addiction frame provides a means for gamers to communicate their passion and commitment to online play, even furthering their enthusiasm for the hobby and community in the process, but also a way for players to express and even resolve life distress such as depression and loneliness. The American Psychiatric Association (APA) has recently included Internet gaming disorder (IGD) as a possible behavioral addiction, akin to gambling, warranting further consideration for eventual formal inclusion in the next iteration of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Our study leads us to suggest that clinicians only sparingly use IGD as a clinical category, given that medical and gamer understandings of addictive play differ so markedly. This includes better distinguishing positive online gaming involvement-also sometimes framed by gamers as addictive-from other play patterns more clearly entailing distress and dysfunction.
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