Cited by 42Impact of Technology on AdolescentsDigital Games and MediaGambling Behavior and Treatments

Intensive online videogame involvement: A new global idiom of wellness and distress

Snodgrass, Jeffrey G., Dengah, H. J. François, Polzer, Evan, Else, Robert·2019·Transcultural Psychiatry

Abstract

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.

Integrity signals

Registry

Crossref · 10.1177/1363461519844356

Cites

63 of 63 references verified0 citation errors · 0 not checkable

Statistics

Recomputing p-values needs the paper’s full text.

Claims the paper makes

This paper’s full text isn’t openly available, so its claims and self-check weren’t run. The registry and citation checks still apply.

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

Cites

Flagged first, then by citations

Cited by

Sorted by citations

Authors
Snodgrass, J. G., Dengah, H. J. F., Polzer, E., & Else, R.
Affiliations
  • Colorado State University (US)
  • Utah State University (US)
  • University of Colorado
  • University of Alabama (US)
Corresponding author
Snodgrass, Jeffrey G.
Venue
Transcultural Psychiatry
Published
2019-05-13
Volume
56
Issue
4
Pages
748-774
ISSN
  • 1363-4615 (ISSN-L)
  • 1461-7471
OpenAlex
W2945885513
Cited by
42
References
63
Citations by year
2026: 1 · 2025: 8 · 2024: 4 · 2023: 5 · 2022: 7 · 2021: 7 · 2020: 1 · 2019: 7 · 2018: 2
FWCI
11.05
Type
journal article
Language
en
Open access
closed
Locations
  • Transcultural Psychiatry (publishedVersion)
  • PubMed (publishedVersion)
Funders
National Science Foundation (NSF Award #1600448 - EAGER: A Biocultural Study of)
Topics
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Clinical Psychology › Gambling Behavior and Treatments
Keywords
internet gaming disorder, behavioral addiction, emerging adults, gaming communities, depression, loneliness, DSM-5
MeSH terms
Adolescent, Adult, Ethnopsychology, Female, Humans, Male, Stress, Psychological, United States, Behavior, Addictive, Video Games, Internet, Qualitative Research, Young Adult, Anthropology, Medical

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review