Résumés
Résumé
L’objectif de cet article est de passer en revue les connaissances actuelles en lien avec le trouble du jeu vidéo sur Internet chez les jeunes adultes de 18 à 30 ans. L’évolution du phénomène, les différentes définitions du concept, le rôle des jeux vidéo massivement multijoueurs en ligne (MMORPG) et des mécanismes de récompense aléatoire, les pratiques de jeux vidéo à risque, les conséquences connues ainsi que les différentes avenues de traitement du trouble sont approfondies. Une fois le portrait dressé à l’aide de la littérature existante, différents constats sont relevés par rapport à la compréhension du trouble afin d’orienter les avenues de recherche futures.
Mots-clés :
- dépendance,
- jeux vidéo,
- Internet,
- jeunes adultes,
- traitement
Abstract
The purpose of this article is to review the existing scientific knowledge on Internet Gaming Disorder among young adults ranging from 18 to 30 years old. The phenomena’s evolution, the many definitions of the concept, the role of massively multiplayer online role-playing games (MMORPG) and random reward mechanisms, known risk factors and consequences along with potential existing treatments are examined in the present review. Conclusions on the understanding of the disorder and its treatment are then drawn based on the current literature. Suggestions on where future research endeavors should be oriented are also made according to the drawn conclusions.
Keywords:
- addiction,
- video games,
- Internet,
- young adults,
- treatment
Parties annexes
Bibliographie
- Abarbanel, B. (2018). Gambling vs. gaming: A commentary on the role of regulatory, industry and community stakeholders in the loot box debate. Gaming Law Review, 22(4), 231-234. https://doi.org/10.1089/glr2.2018.2243.
- Abbott, M., Binde, P., Clark, L., Hodgins, D., Johnson, M., Manitowabi, D., Quilty, L., Spångberg, J., Volberg, R., Walker, D. et Williams, R. (2018). Conceptual Framework of Harmful Gambling: An International Collaboration (3e éd.). Gambling Research Exchange Ontario (GREO).
- Achterbosch, L., Pierce, R., et Simmons, G. (2008). Massively multiplayer online role-playing games: the past, present and future. Computers in Entertainment, 5(4), 1-33. http://doi.acm.org/10.1145/1324198.1324207
- Alegria, N. A. (2022). Analysis on reward systems in video games: strategies in game design and their relation with addiction [Dissertation de fin d’études]. Université d’Alicante.
- Allsopp, K., Read, J., Corcoran, R. et Kinderman, P. (2019). Heterogeneity in psychiatric diagnostic classification. Psychiatry Research, 279, 15-22. https://doi.org/10.1016/j.psychres.2019.07.005
- American Psychiatric Association. (1980). Manuel diagnostique et statistique des troubles mentaux (3e éd.).
- American Psychiatric Association. (2013). Manuel diagnostique et statistique des troubles mentaux (5e éd.). https://doi.org/10.1176/appi.books.9780890425596
- Ariatama, B., Effendy, E. et Amin, M. M. (2019). Relationship between Internet gaming disorder with depressive syndrome and dopamine transporter condition in online games player. Open Access Macedonian Journal of Medical Sciences, 7(16), 2638-2642. https://doi.org/10.3889/oamjms.2019.476
- Beard, K. (2005). Internet addiction: A review of current assessment techniques and potential assessment. Cyberpsychology & Behavior, 9(1), 7-14. https://doi.org/10.1089/cpb.2005.8.7
- Bertran, E. et Chamarro, A. (2016). Video gamers of League of Legends: The role of passion in abusive use and in performance. Adicciones, 28(1), 28-34. https://doi.org/10.20882/adicciones.787
- Billieux, J., Van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D et Thorens, G. (2013). Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviors in the virtual world of Azeroth. Computers in Human Behavior, 29(1), 103-109. https://doi.org/10.1016/j.chb.2012.07.021
- Bonnaire, C. et Baptista, D. (2019). Internet gaming disorder in male and female young adults: the role of alexithymia, depression, anxiety, and gaming type. Psychiatry Research, 272, 521-530. https://doi.org/10.1016/j.psychres.2018.12.158
- Brady, A. et Prentice, G. (2019). Are loot boxes addictive? Analyzing participant’s physiological arousal while opening a loot box. Games and Culture, 16(4), 419-433. https://doi.org/10.1177/1555412019895359
- Chou, W.-P., Ko, C.-H., Kaufman, E.A., Crowell, S.E., Hsiao, R.C., Wang, P.-W., Lin, J.-J. et Yen, C.-F. (2015). Association of stress coping strategies with Internet addiction in college students: The moderating effect of depression. Comprehensive Psychiatry, 62, 27-33. https://doi.org/10.1016/j.comppsych.2015.06.004
- Clement, J. (11 septembre 2021). Distribution of video gamers in the United States in 2021, by age group. Statista. https://www.statista.com/statistics/189582/age-of-us-video-game-players/
- Clement, J. (15 décembre 2022). Gaming penetration in Canada in 2010 to 2022. Statista. https://www.statista.com/statistics/274902/gaming-penetration-in-canada/
- Colagrossi, M. (27 août 2021). How microtransactions impact the economics of gaming. investopedia. https://www.investopedia.com/articles/investing/022216/how-microtransactions-are-evolving-economics-gaming.asp
- Dauriat, F. Z., Zermatten, A., Billieux, J., Thorens, G., Bondolfi, G., Zullino, D. et Khazaal, Y. (2011). Motivation to play specifically predict excessive involvement in massively multiplayer online role-playing games: evidence from an online survey. European Addiction Research, 17(4), 185-189. https://doi.org/10.1159/000326070
- Delamere, F. M. et Shaw, S. M. (2008). “They see it as a guy's game”: The politics of gender in digital games. Leisure/Loisir, 32(2), 279-302. https://doi.org/10.1080/14927713.2008.9651411
- Derrington, S., Star, S. et Kelly, S.J. (2020). The case for uniform loot box regulation: A new classification typology and reform agenda. Journal of Gambling Issues, 46, 302-332. https://doi.org/10.4309/jgi.2021.46.15
- Dèbes, F. (2018). Le phénomène Fortnite bouleverse l’industrie du jeu vidéo. https://www.lesechos.fr/tech-medias/hightech/le-phenomene-fortnite-bouleverse-lindustrie-du-jeu-video-143342
- Dill, K.E., et Thill, K.P. (2007). Video game characters and the socialization of gender roles: Young people's perceptions mirror sexist media depictions. Sex Roles, 57, 851-864. https://doi.org/10.1007/s11199-007-9278-1
- Dullur, P. et Starcevic, V. (2017). Internet gaming disorder does not qualify as a mental disorder. Australian & New Zealand Journal of Psychiatry, 52(2), 110-111. https://doi.org/10.1177/0004867417741554
- Eastin, M.S. (2006). Video game violence and the female game player: Self-and opponent gender effects on presence and aggressive thoughts. Human Communication Research, 32, 351-372. https://doi.org/10.1111/j.1468-2958.2006.00279.x
- Elliott, L., Golub, A., Ream, G. et Dunlap, E. (2012). Video Game Genre as a Predictor of Problem Use. Cyberpsychology, Behavior, and Social Networking, 15(3), 155-165. https://doi.org/10.1089/cyber.2011.0387
- Evren, C., Evren, B., Dalbudak, E., Topcu, M. et Kutlu, N. (2021). The relationship of loot box engagement to gender, severity of disordered gaming, using MMORPGs, and motives for online gaming. Psychiatry and Behavioral Sciences, 11(1), 25-31. https://doi.org/10.5455/PBS.20200915101516
- Femme Gaming. (2023). About us. https://femmegaming.gg/about-us/
- Gilbert, N. (11 septembre 2021). Number of gamers Worldwide 2021/2022: Demographics, statistics and predictions. Finances Online. https://financesonline.com/number-of-gamers-worldwide/
- González-Bueso, V., Santamaría, J. J., Fernández, D., Merino, L., Montero, E., Ribas, J. (2018). Association between Internet gaming disorder or pathological video-game use and comorbid psychopathology: A comprehensive review. International Journal of Environmental Research and Public Health, 15, 668. https://doi.org/10.3390/ijerph15040668
- Gouvernement du Québec. (2018). Les jeux de hasard et d’argent au Québec et en régions : Statistiques de participation en 2018. https://santemontreal.qc.ca/fileadmin/user_upload/Uploads/tx_asssmpublications/pdf/publications/Les_jeux_de_hasard_et_d_argent_au_Quebec_et_en_regions__statistiques_de_participation_en_2018.pdf
- Griffiths, M.D., King, D.L. et Demetrovics, Z. (2014). DSM-5 internet gaming disorder needs a unified approach to assessment. Future Medicine, 4(1), 1-4. https://doi.org/10.2217/npy.13.82
- Griffiths, M.D. (2020). A Brief Overview of Loot Boxes in Video Gaming. Dans R. Kowert et T. Quandt (dir.), The Video Game Debate 2 (p.7-18). Routledge. https://doi.org/10.4324/9780429351815-2
- Hahn, T., Notebaert, K. H., Dresler, T., Kowarsch, L., Reif, A. R. et Fallgatter, A. J. (2014). Linking online gaming and addictive behavior: converging evidence for a general reward deficiency in frequent online gamers. Frontiers in Behavioral Neuroscience, 8, 1-6. https://doi.org/10.3389/fnbeh.2014.00385
- Hébert-Ratté, R., Dufour, M. et Hébert, M. (2023). Validation of the Internet gaming disorder Test (IGDT-10) in a sample of Quebec french-speaking youth and associations with trauma and PTSD. Canadian Journal of Behavioural Science / Revue canadienne des sciences du comportement. Advance online publication. https://doi.org/10.1037/cbs0000374
- Huỳnh, C., Rochette, L., Jutras-Savard, D., Larocque, A., Fleury, M.-J., Kisely, S. et Lesage, A. (2019). Les troubles liés aux substances psychoactives – Prévalence des cas identifiés à partir des banques de données administratives, 2001-2016. Institut national de santé publique du Québec.
- Hsu, S. H., Wen, M-H., et Wu. M.-C. (2009). Exploring user experiences as predictors of MMORPG addiction. Computers & Education, 53(3), 990-999. https://doi.org/10.1016/j.compedu.2009.05.016
- Hussain, Z. et Griffiths, M. D. (2009). Excessive use of massively multi-player online role-playing games: A pilot study. International Journal of Mental Health and Addiction, 7(4), 563–571. https://doi.org/10.1007/s11469-009-9202-8
- Hussain, Z., Griffiths, M. D. et Baguley, T. (2012). Online gaming addiction: Classification, prediction and associated risk factors. Addiction Research and Theory, 20(5), 359-371. https://doi.org/10.3109/16066359.2011.640442
- Hyun, G. J., Han, D. H., Lee, Y. S., Kang, K. D., Yoo, S. K., Chung, U.-S. et Renshaw, P. F. (2015). Risk factors associated with online game addiction: A hierarchical model. Computers in Human Behavior, 48, 706-713. https://doi.org/10.1016/j.chb.2015.02.008
- Kairouz, S., Nadeau, L., et Robillard, C. (2014). Enquête ENHJEU - Québec. Portrait du jeu au Québec: Prévalence, incidence et trajectoires sur quatre ans. https://lejeudoitresterunjeu.lotoquebec.com/dam/jcr:7182870e-c223-4d1b-8858-7fda6d26e4c5/enquete-enhjeu-quebec-avril2014.pdf
- Khazaal, Y., Chatton, A., Rothen, S., Achab, S., Thorens, G., Zullino, D et Gmel, G. (2016). Psychometric properties of the 7-item game addiction scale among French and German speaking adults. BMC Psychiatry, 16. https://doi.org/10.1186/s12888-016-0836-3
- Khazaal, Y., Breivik, K., Billieux, J., Zullino, D., Thorens, G., Achab, S., Gmel, G. et Chatton, A. (2018). Game addiction scale assessment through a nationally representative sample of young adult men: Item response theory graded-response modeling. Journal of Medical Internet Research, 20(8). https://doi.org/10.2196/10058
- Kim, M. G. et Kim, J. (2010). Cross-validation of reliability, convergent and discriminant validity for the problematic online game use scale. Computers in Human Behaviour, 26(3), 389-398. https://doi.org/10.1016/j.chb.2009.11.010
- Kim, H.S., Son, G., Roh, E.-B., Ahn, W.-Y., Kim, J., Shin, S.-H., Chey, J. et Choi, K.-H. (2022). Prevalence of gaming disorder: A meta-analysis. Addictive Behaviors, 126. https://doi.org/10.1016/j.addbeh.2021.107183
- King, D., Delfabbro, P., et Zajac, I. (2011). Preliminary validation of a new clinical tool for identifying problem video game playing. International Journal of Mental Health Addiction, 9, 72-87. https://doi.org/10.1007/s11469-009-9254-9
- King, D.L. et Delfabbro, P.H. (2014). Internet gaming disorder treatment: A review of definitions of diagnosis and treatment outcome. Journal of Clinical Psychology, 70(10), 942-955. https://doi.org/10.1002/jclp.22097
- King, D.L., Delfabbro, P.H., Wu, A.M.S., Doh, Y.Y., Kuss, D.J., Pallesen, S., Mentzoni, R., Carragher, N. et Sakuma, H. (2017). Treatment for Internet gaming disorder: An international systematic review and CONSORT evaluation. Clinical Psychology Review, 54, 123-133. https://doi.org/10.1016/j.cpr.2017.04.002
- King, D. L., et Delfabbro, P. H. (2018). Predatory monetization schemes in video games (e g ‘loot boxes’) and internet gaming disorder [Editorial]. Addiction, 113(11), 1967-1969. https://doi.org/10.1111/add.14286
- King, D.L., Delfabbro, P.H., Potenza, M.N., Demetrovics, Z., Billieux, J. et Brand, M. (2018). Internet gaming disorder should qualify as a mental disorder. Australian & New Zealand Journal of Psychiatry, 52(7), 615-617. https://doi.org/10.1177/0004867418771189
- King, D. L., Delfabbro, P. H., Perales, J. C., Deleuze, J., Király, O., Krossbakken E. et Billieux, J. (2019). Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review. Clinical Psychology Review, 73. https://doi.org/10.1016/j.cpr.2019.101777
- Király, O., Bőthe, B., Ramos-Diaz, J., Rahimi-Movaghar, A., Lukavska, K., Hrabec, O., Miovsky, M., Billieux, J., Deleuze, J., Nuyens, F., Karila, L., Griffiths, M. D., Nagygyörgy, K., Urbán, R., Potenza, M. N., King, D. L., Rumpf, H.-J., Carragher, N. et Demetrovics, Z. (2019). Ten-Item Internet Gaming Disorder Test (IGDT-10): Measurement invariance and cross-cultural validation across seven language-based samples. Psychology of Addictive Behaviors, 33(1), https://doi.org/10.1037/adb0000433
- Ko, C. H. (2014). Internet Gaming disorder. Current Addiction Reports, 1, 177-185. https://doi.org/10.1007/s40429-014-0030-y
- Kuss, D. J. et Griffiths, M. D. (2011). Internet Gaming Addiction: A systematic Review of Empirical Research. International Journal of Mental Health and Addiction, 10(2), 278-296. https://doi.org/10.1007/s11469-011-9318-5
- Kuss, D. J., Louws, J. et Wiers, R. W. (2012). Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games. Cyberpsychology, Behavior and Social Networking, 15(9) 480-485. https://doi.org/10.1089/cyber.2012.0034
- Kuss, D. J. (2017). “I can't do it by myself”: An IPA of clients seeking psychotherapy for their MMORPG Addiction. Dans I. Management Association (dir.), Gaming and technology addiction: breakthroughs in research and practice (p. 566-599). IGI Global. http://
- Laconi, S., Pirès, S., & Chabrol, H. (2017). Internet gaming disorder, motives, game genres and psychopathology. Computers in Human Behavior, 75, 652–659. https://doi.org/10.1016/j.chb.2017.06.012
- Ladouceur, R., Sylvain, C., Boutin, C. et Doucet, C. (2000). Le jeu excessif : comprendre et vaincre le gambling. Les Éditions de l’Homme.
- Lee, Z. W. Y., Cheung, C. M. K. et Chan, T. K. H. (2020). Understanding massively multiplayer online role-playing addiction: A hedonic management perspective. Information Systems Journal, 31(1), 33-61. https://doi.org/10.1111/isj.12292
- Lemmens, J., Velkenburg, P., et Peter, J. (2009). Development and validation of a Game Addiction Scale for adolescents. Media Psychology, 12(1), 77-95. https://doi.org/10.1080/15213260802669458
- Lemmens, J.S., Valkenburg, P.M. et Gentile, D.A. (2015). The Internet gaming disorder scale. Psychological Assessment, 27(2), 567-582. http://dx.doi.org/10.1037/pas0000062
- Li, W., Mills, D. et Nower, L. (2019). The relationship of loot box purchases to problem video gaming and problem gambling. Addictive Behaviors, 97, 27-34. https://doi.org/10.1016/j.addbeh.2019.05.016
- Limelight Networks. (2021). The State of Online Gaming – 2021: Market Research. https://img03.en25.com/Web/LLNW/%7B46b8ee89-c7f0-46b7-a5b3-0976ef1a3253%7D_2021-MR_SOOG_8.5x11_V06.pdf
- Lopez-Fernandez, O., Williams, A.J., Griffiths, M.D. et Kuss, D.J. (2019). Female gaming, gaming addiction, and the role of women within gaming culture: a narrative literature review. Frontiers in Psychiatry, 10. https://doi.org/10.3389/fpsyt.2019.00454
- Mehroof, M. et Griffiths, M. D. (2010). Online Gaming Addiction: The role of sensation seeking, self-control, neuroticism, aggression, state anxiety and trait anxiety. Cyberpsychology, Behavior, and Social Networking, 13(3), 313-316. https://doi.org/10.1089/cyber.2009.0229
- Mihara, S. et Higuchi, S. (2017). Cross-sectional and longitudinal epidemiological studies of Internet gaming disorder: A systematic revie of the literature. Psychiatry and Clinical Neurosciences, 71(7), 425-444. https://doi.org/10.1111/pcn.12532
- MMO Populations. (26 octobre 2021). Worldwide MMO players: Total number of MMO subscriptions and active players. https://mmo-population.com/charts/players
- Nielsen, R. K. L. et Grabarczyk, P. (2019). Are loot boxes gambling?: Random reward mechanisms in Video Games. Transactions of the Digital Games Research Association, 4(3), 171-207. https://doi.org/10.26503/todigra.v4i3.104
- Organisation Mondiale de la Santé (1979). Classification internationale des maladies (9e éd.).
- Organisation Mondiale de la Santé. (2018). Classification internationale des maladies (11e éd.). https://icd.who.int/browse11/l-m/en
- Organisation Mondiale de la Santé. (2022). Publication de la CIM 11 2022. https://www.who.int/fr/news/item/11-02-2022-icd-11-2022-release
- Park, J.H., Han, D.H., Kin, B.-N., Cheong, J.H. et Lee, Y.-S. (2016). Correlations among social anxiety, self-esteem, impulsivity and game genre in patients with problematic online game playing. Psychiatry Investigation, 13(3), 297-304. https://doi.org/10.4306/pi.2016.13.3.297
- Peterson, M. (2012). Learner interaction in a massively multiplayer online role-playing game (MMORPG): A sociocultural discourse analysis. ReCALL, 24(3), 361-380. http://dx.doi.org/10.1017/S0958344012000195.
- Petry, N. M., et O'Brien, C. P. (2013). Internet gaming disorder and the DSM‐5 [Editorial]. Addiction, 108(7), 1186–1187. https://doi.org/10.1111/add.12162
- Petry, N. M., Rehbein, F., Ko, C-H. et O’Brien, C. P. (2015). Internet gaming disorder in the DSM-5. Psychiatric Diagnosis, 17, 72. https://doi.org/10.1007/s11920-015-0610-0
- Porter, G., Starcevic, V., Berle, D. et Fenech, P. (2010). Recognizing problem video game use. Australian & New Zealand Journal of Psychiatry, 44(2), 120-128. https://doi.org/10.3109/00048670903279812
- Przepiorka, A., Blachnio, A. et Cudo, A. (2019). The role of depression, personality, and future time perspective in internet addiction in adolescents and emerging adults. Psychiatry Research, 272, 340-348. https://doi.org/10.1016/j.psychres.2018.12.086
- Rehbein, F., Kleimann, M., et Mößle, T. (2010). Prevalence and risk factors of video game dependency in adolescence : Results of a German nationwide survey. Cyberpsychology, Behavior and Social Networking, 13. https://doi.org/10.1089=cpb.2009.0227
- Sanders, J., Williams, R. et Damgaard, M. (2017). Video game play and Internet gaming disorder among canadian adults: A national survey. The Canadian Journal of Addiction, 8(2), 6-12. https://doi.org/10.1097/CXA.0000000000000006
- Sato, Y., Brückner, S., Kurabayashi, S. et Waragai, I. (2020). Am empirical taxonomy of monetized random reward mechanisms in games. Proceedings of the 2020 DiGRA International Conference: Play Everywhere. http://www.digra.org/wp-content/uploads/digital-library/DiGRA_2020_paper_168.pdf
- Schwidessen, S. et Karius, P. (2018). Watch your loot boxes! – Recent developments and legal assessment in selected key juristictions from a gambling law perspective. Interactive Entertainment Law Review, 1(1), 17-43. https://doi.org/10.4337/ielr.2018.01.02
- Shen, C., Ratan, R., Cai, Y. D. et Levitt, A. (2016). Do men advance faster than women? Debunking the gender performance gap in two massively multiplayer online games. Journal of Computer-Mediated Communication, 21(4), 312-329. https://doi.org/10.1111/jcc4.12159
- Sourmelis, T., Ioannou, A., et Zaphiris, P. (2017). Massively multiplayer online role playing games (MMORPGs) and the 21st century skills: A comprehensive research review from 2010 to 2016. Computers in Human Behavior, 67, 41-48. https://doi.org/10.1016/j.chb.2016.10.020
- Stevens, M.W.R., King, D.L., Dorstyn, D. et Delfabbro, P.H. (2018). Cognitive-behavioral therapy for Internet gaming disorder: A systematic review and meta-analysis. Clinical Psychology & Psychotherapy, 26(2), 191-203. https://doi.org/10.1002/cpp.2341
- Stevens, M.W.R., Dorstyn, D., Delfabbro, P.H. et King, D.L. (2021). Global prevalence of gaming disorder: A systematic review and meta-analysis. Australian & New-Zealand Journal of Psychiatry, 55(6), 553-568. https://doi.org/10.1177/0004867420962851
- Stockdale, L. et Coyne, S. M. (2018). Video game addiction in emerging adulthood: Cross-sectional evidence of pathology in video game addicts as compared to matches healthy controls. Journal of Affective Disorders, 225, 265-272. https://doi.org/10.1016/j.jad.2017.08.045
- Sublette, V. A. et Mullan, B. (2012). Consequences of play: A systematic review of the effects of online gaming. International Journal of Mental Health and Addiction, 10, 3-23. https://doi.org/10.1007/s11469-010-9304-3
- The Recovery Village (25 octobre 2021). Video game addiction statistics. https://www.therecoveryvillage.com/process-addiction/video-game-addiction/gaming-addiction-statistics/
- Toker, S. et Baturay, M.H. (2016). Antecedents and consequences of game addiction. Computers in Human Behavior, 55, 668-679. https://doi.org/10.1016/j.chb.2015.10.002
- Toledo, M. (2021). Video Game Habits & COVID-19. Journal of Marketing Management and Consumer Behavior, 3(4), 66-80.
- VanFossen, P., Friedman, A. et Hartstone, R. (2008). The emerging role of synthetic worlds and massively-multiplayer online role-playing games (MMORPGs) in social studies and citizenship. Dans R. Ferdig (Ed.), Handbook of research on effective electronic gaming in education (p. 235-250). IGI Publishing.
- Walia, B., Kim, J., Ijere, I., et Sanders, S. (2022). Video game addictive symptom level, use intensity, and hedonic experience: Cross-sectional Questionnaire Study. JMIR Serious Games, 10(2), e33661. https://doi.org/10.2196/33661
- Women in games. (2023). About us. https://www.womeningames.org/about-us/
- Wong, U. et Hodgins, D. C. (2013). Development of the game addiction inventory for adults (GAIA). Addiction Research and Theory, 22(3), 195-209. https://doi.org/10.3109/16066359.2013.824565
- Woodhouse, J. (2023). Loot boxes in video games. House of Commons Library. https://commonslibrary.parliament.uk/research-briefings/cbp-8498/#:~:text=In%20its%20response%2C%20the%20Government,by%20a%20parent%20or%20guardian.
- Xiao, L. Y., Henderson, L. L., Yang, Y. et Newall P. W. S. (2021). Gaming the system: suboptimal compliance with lootbox probability disclosure regulations in China. Behavioural Public Policy, 1-27 https://doi.org/10.1017/bpp.2021.23
- Yao, S. X. et Rhodes, N. (2022). Protecting a positive view of the self: Female gamers’ strategic self-attribution of stereotypes. Sex Roles, 88, 155-168. https://doi.org/10.1007/s11199-022-01343-9
- Yee, N. (2006). Motivations for Play in Online Games. Cyberpsychology & Behavior, 9(6), 772–775. https://doi.org/10.1089/cpb.2006.9.772
- Yen, J.-Y., Yeh, Y.-C., Wang, P.-W., Liu, T.-L., Chen, Y.-Y. et Ko, C. H. (2017). Emotional Regulation in Young Adults with Internet Gaming Disorder. International Journal of Environmental Research and Public Health, 15(1), 30. https://doi.org/10.3390/ijerph15010030
- Yen, J.-Y., Lin, H.-C., Chou, W.-P., Liu, T.-L. et Ko, C.-H. (2019). Association among resilience, stress, depression, and Internet gaming disorder in young adults. International Journal of Environment Research and Public Health, 16(17). https://doi.org/10.3390/ijerph16173181
- Zajac, K., Ginley, M. K., Chang, R. et Petry, N. M. (2017). Treatments for Internet gaming disorder and Internet addiction: A systematic review. Psychology of Addictive Behaviors, 31(8), 979-994. https://doi.org/10.1037/adb0000315
- Zajac, K., Ginley, M.K. et Chang, R. (2020). Treatments of internet gaming disorder: a systematic review of the evidence. Expert Review of Neurotherapeutics, 20(1), 85-93. https://doi.org/10.1080/14737175.2020.1671824