Initially, 179 gamers were recruited for the study, but due to incomplete data, some participants were excluded, resulting in 146 gamers completing the study. This group comprised 58 women (mean age: 21.52 ± 4.32) and 88 men (mean age: 24.73 ± 6.12), achieving an 81% response rate. According to the IGDT-10, 7.5% of the participants were classified as having GD, 34.2% as PGs, and 58.2% as HGs (
Table 1). Within the GD group, 81.8% reported gaming more than 7 hours per week, compared to 38% in the PG group and 2.4% in the HG group. The study found a higher number of male gamers, with males also more likely to be diagnosed with GD compared to females (
Table 1). Additionally, there was a significant correlation between the weekly duration of gaming and GD score, indicating that those with GD tend to game for more hours than others (r = 0.679, P < 0.001).
| Variables | Values a |
|---|
| Gender | |
| Female | 58 (39.7) |
| Male | 88 (60.3) |
| Gamers classification | |
| HG (n = 85) | |
| Female | 38 (26.0) |
| Male | 47 (32.1) |
| PG (n = 50) | |
| Female | 18 (12.3) |
| Male | 32 (21.9) |
| GD (n = 11) | |
| Female | 2 (1.3) |
| Male | 9 (6.1) |
| Gaming time per week (h) | |
| 1 - 2 | 67 (45.9) |
| 2 - 7 | 49 (33.6) |
| 8 - 14 | 24 (16.4) |
| > 14 | 6 (4.1) |
| Age (y) | |
| 15 - 20 | 66 (45.2) |
| 21 - 25 | 35 (24.0) |
| 26 - 30 | 18 (12.3) |
| 31 - 35 | 27 (18.5) |
| Total | 146 (100.0) |
Abbreviations: GD, gaming disorders; PG, problematic gamers; HG, healthy gamers.
a Values are expressed as No. (%).
The results from the SAM test showed a significant relationship between game difficulty and emotional responses. As game difficulty increased, so did levels of valence, arousal, and hits, indicating a more positive emotional experience, while dominance levels significantly decreased (P < 0.01). Stages 4, 12, and 13 were identified as the most emotionally engaging, whereas the baseline stages 1, 5, 9, 2, and 6 elicited lower emotional responses (
Figure 2 and
Table 2). Furthermore, when comparing the average counts of hits among the GD, PG, and HG groups, it was observed that individuals with GD had lower hit counts than PG players, and PG players had fewer hits compared to HG players (
Table 2). These findings imply that individuals with GD may have a higher skill level in digital games, underscoring the potential influence of gaming proficiency on emotional engagement.
Arousal and valence for 14 stages based on subgroups
| Stage | Valence | Arousal | Dominance | Hit |
|---|
| T | HG | PG | GD | T | HG | PG | GD | T | HG | PG | GD | T | HG | PG | GD |
|---|
| 1 | 1.44 (.88) | 1.28 (.45) | 1.44 (.57) | 2.64 (2.5) | 1.53 (.68) | 1.46 (.52) | 1.56 (.64) | 1.91 (1.51) | 8.55 (.55) | 8.49 (.57) | 8.6 (.53) | 8.73 (.46) | 4.10 (4.66) | 4.92 (5.04) | 3.14 (3.87) | 2.09 (3.75) |
| 2 | 1.81 (.99) | 1.67 (.66) | 1.74 (.66) | 3.18 (2.48) | 2.25 (.90) | 2.26 (.78) | 2.12 (.77) | 2.82 (1.83) | 8.30 (1.05) | 8.16 (1.29) | 8.52 (.54) | 8.36 (.50) | 11.10 (11.68) | 13.08 (12.49) | 9.12 (10.21) | 4.73 (7.63) |
| 3 | 2.91 (.94) | 2.89 (.88) | 2.82 (.82) | 3.45 (1.63) | 3.76 (1.0) | 3.84 (.92) | 3.70 (.99) | 3.45 (1.57) | 5.25 (1.23) | 5.31 (1.14) | 5.16 (1.18) | 5.18 (2.04) | 21.08 (18.21) | 23.51 (19.11) | 18.94 (16.09) | 12 (17.56) |
| 4 | 4.34 (1.18) | 4.31 (1.08) | 4.38 (1.29) | 4.45 (1.5) | 5.58 (1.07) | 5.75 (.89) | 5.36 (1.24) | 5.18 (1.32) | 1.73 (1.04) | 2.41 (.77) | 1.60 (.85) | 3.18 (2.4) | 36.92 (22.07) | 39.16 (21.64) | 36.36 (21.69) | 22.09 (23.27) |
| 5 | 1.60 (1.23) | 1.49 (1.13) | 1.68 (1.37) | 2.00 (1.34) | 1.63 (1.03) | 1.55 (1.04) | 1.66 (.96) | 2.09 (1.3) | 8.71 (.45) | 8.67 (.47) | 8.72 (.45) | 9 (.01) | 6.82 (7.38) | 8.26 (7.61) | 5.12 (6.73) | 3.36 (5.92) |
| 6 | 2.25 (1.13) | 2.16 (1.1) | 2.30 (1.11) | 2.73 (1.48) | 2.40 (.97) | 2.32 (.92) | 2.42 (.92) | 2.91 (1.44) | 7.90 (.68) | 7.88 (.66) | 7.82 (.69) | 8.45 (.68) | 13.51 (15.83) | 15.87 (16.11) | 11.5 (16.02) | 4.45 (5.97) |
| 7 | 2.88 (1.1) | 2.87 (1.04) | 2.80 (1.03) | 3.36 (1.74) | 3.52 (1.07) | 3.42 (1.03) | 3.66 (1.11) | 3.64 (1.12) | 4.00 (1.2) | 4.35 (1.09) | 3.96 (1.35) | 4.18 (1.47) | 18.86 (17.98) | 21.49 (17.97) | 16.56 (17.91) | 9 (14.54) |
| 8 | 4.05 (1.23) | 3.98 (1.11) | 4.12 (1.4) | 4.36 (1.36) | 4.97 (1.1) | 5.08 (.96) | 4.84 (1.14) | 4.73 (1.73) | 2.48 (1.04) | 2.61 (.90) | 2.38 (.78) | 3.45 (2.3) | 31.90 (16.84) | 34.78 (16.72) | 30.42 (15.87) | 16.45 (13.63) |
| 9 | 1.71 (1.11) | 1.74 (1.09) | 1.64 (1.08) | 1.73 (1.48) | 1.72 (1.05) | 1.62 (.97) | 1.86 (1.06) | 1.82 (1.53) | 8.87 (.33) | 8.84 (.37) | 8.92 (.27) | 8.91 (.3) | 3.81 (6.8) | 4.99 (8.33) | 2.32 (3.31) | 1.45 (3.26) |
| 10 | 2.14 (.98) | 2.09 (.97) | 2.20 (.96) | 2.27 (1.19) | 2.56 (1.1) | 2.58 (.89) | 2.52 (.93) | 2.64 (1.91) | 6.44 (1.31) | 6.44 (1.25) | 6.44 (1.35) | 6.45 (1.63) | 12.75 (15.22) | 15.29 (16.08) | 10.16 (14.05) | 4.91 (8.09) |
| 11 | 3.18 (1.04) | 3.13 (.99) | 3.16 (.88) | 3.64 (1.8) | 4.55 (1.61) | 4.86 (1.67) | 4.26 (1.41) | 3.45 (1.92) | 6.35 (1.45) | 6.31 (1.46) | 6.38 (1.38) | 6.55 (1.75) | 20.66 (19.09) | 24.73 (21.26) | 16.62 (17.2) | 7.64 (9.19) |
| 12 | 4.39 (1.07) | 4.44 (1.0) | 4.28 (1.05) | 4.55 (1.69) | 5.44 (1.08) | 5.53 (1.03) | 5.38 (1.06) | 5.00 (1.48) | 5.60 (1.09) | 5.66 (.89) | 5.54 (1.07) | 5.36 (2.2) | 43.09 (23.15) | 47.59 (23.19) | 40.02 (20.92) | 22.27 (20.64) |
| 13 | 5.41 (1.35) | 5.38 (1.33) | 5.40 (1.34) | 5.73 (1.67) | 6.44 (1.31) | 6.44 (1.25) | 6.44 (1.35) | 6.45 (1.63) | 3.77 (2.25) | 3.33 (2.13) | 3.88 (2.07) | 6.64 (1.91) | 66.22 (23.26) | 70.33 (22.66) | 65.36 (19.09) | 38.36 (27.28) |
| 14 | 3.77 (1.87) | 3.47 (1.74) | 3.84 (1.91) | 5.73 (1.67) | 4.04 (2.19) | 3.61 (2.02) | 4.10 (2.02) | 7.09 (1.92) | 1.97 (1.49) | 1.64 (.92) | 1.74 (1.06) | 5.64 (1.85) | 92.38 (22.77) | 96.66 (24.32) | 88.66 (19.77) | 76.18 (11.12) |
Abbreviations: T, total sample; GD, gaming disorders; PG, problematic gamers; HG, healthy gamers.
a Values are expressed as mean (SD).
In the comparative analysis of the 14 stages among the gamer groups, the most significant differences were noted in stages 13 and 14. Specifically, stage 14, identified as the most challenging based on the number of hits, showed a notable decline in mean valence and arousal for both the HGs and PGs groups (
Figure 2 and
Table 3, P < 0.01).
| Variables | Paired Differences | t | df | P-Value (2-Tailed) |
|---|
| Mean ± SD | Std. Error of Mean | 95% Confidence Interval of the Difference |
|---|
| Lower | Upper |
|---|
| HG | | | | | | | |
| Stage 13-stage 14 | | | | | | | |
| Valence | 1.906 ± 1.817 | 0.197 | 1.514 | 2.298 | 9.672 | 84 | 0.000 a |
| Arousal | 2.824 ± 2.054 | 0.223 | 2.381 | 3.267 | 12.674 | 84 | 0.000 a |
| Dominance | 1.694 ± 2.310 | 0.251 | 1.196 | 2.192 | 6.763 | 84 | 0.000 a |
| PG | | | | | | | |
| Stage 13-stage 14 | | | | | | | |
| Valence | 1.560 ± 2.062 | 0.292 | 0.974 | 2.146 | 5.350 | 49 | 0.000 a |
| Arousal | 2.340 ± 2.255 | 0.319 | 1.699 | 2.981 | 7.337 | 49 | 0.000 a |
| Dominance | 2.140 ± 2.295 | 0.325 | 1.488 | 2.792 | 6.594 | 49 | 0.000 a |
| GD | | | | | | | |
| Stage 13-stage 14 | | | | | | | |
| Valence | 0.000 ± 2.000 | 0.603 | -1.344 | 1.344 | 0.000 | 10 | 1.000 |
| Arousal | -0.636 ± 1.433 | 0.432 | -1.599 | 0.327 | -1.472 | 10 | 0.172 |
| Dominance | 1.000 ± 0.775 | 0.234 | 0.480 | 1.520 | 4.282 | 10 | 0.002 a |
Abbreviations: T, total sample; GD, gaming disorders; PG, problematic gamers; HG, healthy gamers.
a P < 0.01.
However, the GD group did not exhibit significant differences in valence and arousal (
Figure 2). This suggests that the difficulty of stage 14 substantially affected the emotional experiences of HGs and PGs, whereas the GD group experienced no significant changes in valence and arousal.
Significant positive correlations were found between valence, arousal, and hit counts for all participants, including within the subgroups (GD, PG, and HG). In contrast, the relationship between these factors and dominance was significantly negative.
To assess the impact of different variables on gamers' emotions, such as speed, range of motion (distance), and the combined effect of speed and range of motion, we measured the average valence, arousal, and dominance scores of gamers across various stages: The first 4 stages for speed mode, the next 4 stages for distance mode, and the last 6 stages for mix mode (speed × range of motion).
The adjustments made to speed, distance, and their combination significantly influenced gamers' valence (
Figure 3 P < 0.01) and arousal (
Figure 3 P < 0.01). Particularly in the mix mode, where both speed and distance were varied, there was a significant increase in the levels of valence and arousal compared to modes where only one of these factors was altered (P < 0.01). Post-hoc analysis indicated significant differences between the speed and mix modes, as well as between the distance and mix modes, in terms of valence and arousal (
Figure 3A and
B).
Pairwise comparison of 3 modes (speed, distance, mix) for A, valence; B, arousal; C, dominance; and D, hits.
Across the GD, PG, and HG groups, the game was significantly enjoyed in all three modes (P < 0.01). However, the GD group did not experience significant changes in arousal levels across the different modes (P = 0.178). For the PG and HG groups, the mix mode resulted in a significant increase in both valence and arousal compared to the speed or distance modes (P < 0.01). Within the GD group, only the difference between the speed and mix modes was significant (P < 0.01), with other comparisons not showing significant differences in valence and arousal.
Additionally, the dominance level of gamers was significantly affected by all three modes (
Figure 3 P < 0.01). Specifically, in the mix mode, the dominance level was lower than in the distance mode, which, in turn, was lower than in the speed mode. As the number of hits increased and the game's difficulty rose, a notable decrease in gamer dominance was observed, particularly in the mix mode (
Figure 3D).
In the PG and HG groups, there was a significant difference in dominance among the three modes (P< 0.01), while the GD group showed no significant change (P = 0.142). Post-hoc analysis indicated that, except in the GD group, the difference between the mix mode and other modes was significant in all groups (P < 0.01). The difference in dominance between the speed mode and distance mode was apparent among all HG and the total groups. However, the PG group did not show a clear difference between these two modes (P = 0.162).