A new study published in Addictive behavior has identified four distinct psychological profiles of video game players, each shaped by differences in emotional regulation, attachment style and mental health. Based on data from more than 5,000 players around the world, research has revealed that the “deregulated” and “relational” profiles were associated with greater psychological distress and models of security without security, while the “avoidant” and “committed” profiles were linked to emotional stability and healthier relationships with games.
Researchers affiliated with ISPA – Instituto Universitário Instituto and the Appsyci Psychology Research Center carried out the study to better understand the complex factors that shape game behavior. Although video games are a form of popular entertainment for people of all ages, concerns have increased as to the potential for excessive or problems, especially in younger people.
Mental health challenges, consumption of substances, attachment difficulties and social environments can all contribute to the way in which individuals engage in video games. However, many studies to date have focused on narrow aspects of the game, such as the time spent playing or clinical symptoms, without considering the broader psychological and social context.
“This study was born out of a shared interest in understanding the psychological complexity of game behavior, in particular in the context of the game disorder, but we also wanted to know the non -problematic play behaviors,” said the authors of the study Cátia Martins Castro (a doctorate in psychology) and David Dias Neto (Associate Professor of Psychology).
“One of the main motivations was the desire to integrate the most relevant psychological factors – emotional regulation and motivation for playing video games – in profiles, then understanding the different dimensions, such as attachment styles, mental health and game characteristics linked to these profiles, which could one day support the clinicians of their practice.”
“From a personal point of view (Cátia), this need was strongly felt in my clinical work, where it was often difficult to translate research into practical tools to assess and support my clients who were players with problematic use.”
“We are also committed to ensuring inclusiveness, both in terms of types of games played and the diversity of the game population,” explained the researchers. “These are, to our knowledge, the first psychological profiles of players to include non -binary participants, to be generalizable in all genres of games and being taken from an international sample covering 112 countries. This extent gives profiles a substantial potential of clinical and cultural relevance. ”
More specifically, their objective was to explore how mental health indicators, social and relational dynamics and specific behaviors come together to form significant models among players. They focused in particular on how emotional regulation and the motivations of the game vary according to the profiles and the way these profiles are linked to the risk factors for problematic play.
The study relied on the responses of 5,255 people aged 16 to 69, with an average age of around 25 years. Participants came from 112 countries and identified as men (around 50%), women (43%) or non -binary (9%). The data was collected via an online questionnaire shared on social networks and game platforms. The participants answered questions about their playing habits, their emotional experiences, their social connections, their consumption of substances and the attachment models.
To identify psychological profiles, the researchers used a statistical approach centered on the person who brings together individuals based on similarities between several variables. They measured emotional regulation by using a standardized scale evaluating control of impulses, emotional consciousness and the ability to act in a goal despite the distress. They also evaluated the motivations of the game, such as playing for escape, identity or social connection. In addition, they examined the styles of attachment – difficulties linked to others developed early in life – as well as symptoms of self -declared mental health and consumption of substances.
The analysis revealed four profiles of distinct players:
Avoiding profile: The individuals in this group were generally older and reported low levels of psychological distress. They showed secure attachment models and a preference for offline social interactions. Their game motivations were focused on personal exploration, autonomy and leisure rather than on social bond. This profile was also associated with lower levels of substances consumption and minimal use of social media for communication related to games.
Built profile: It was the largest group and included players with good emotional regulation and secure attachment. Like the avoiding group, they showed low psychological distress and little drug addiction. However, they were more socially integrated into the game communities and used platforms such as Discord, Twitch and Instagram to connect with others. Smartphone games were common in this group. Although they did not often play on online games with others, they maintained solid offline social networks.
Relationship profile: The members of this group have shown difficulties in emotional regulation and higher levels of attachment avoidance. They were more likely to play games for social connection and the strengthening of identity, but had fewer offline social interactions. Although they have experienced functional disabilities and shown higher risk behaviors such as the use of hallucinogen, they have not reported high levels of manifest psychological distress. Their game preferences were leaned towards immersive and socially motivated experiences, and they frequently used platforms like Steam and Twitch.
Disregulated profile: This group was made up of younger players who reported the highest levels of emotional distress and showed difficulties in all areas of emotional regulation. They had both attachment anxiety and avoidance, indicating significant interpersonal difficulties. They were more likely to use tobacco and energy drinks and showed signs of behavioral deregulation, including the risk of oneself or others. These players also spent more time playing alone or with online friends and frequently used several social media platforms to engage with game communities. This group had the highest risk of developing a game disorder.
The researchers found that these profiles were significantly shaped by age, emotional regulation, mental health symptoms and online and offline interaction models. The deregulated profile has stood out from its combination of psychological vulnerabilities and intense engagement with online games and social platforms, which, according to researchers, can reflect an unsuitable adaptation strategy. On the other hand, the avoidant and committed profiles seemed to reflect a more balanced and recreational use of the games, with solid out -of -line support networks and lower distress.
“An important point to remember is that non -problematic games can be associated with people who maintain healthy emotional ties and social relations,” Castro and Neto told Psypost. “On the other hand, problematic games can emerge when individuals experience relational difficulties, whether through anxious attachment (fearing abandonment) or avoidant models (moving away from intimacy).”
“For some, games can become the favorite interaction medium, especially when face -to -face connections feel threatening or overwhelming. In these cases, the game environment can offer a feeling of structure, predictability and a feeling of control, but it can also strengthen avoidance and deepen isolation.
Although the relational profile has shared certain risk factors with the deregulated group, such as emotional difficulties and attachment without security, it has not shown the same level of psychological symptoms or drug addiction. The researchers interpret this group as has selectively engaged in the games in a way that offers a social connection, perhaps compensating offline challenges without necessarily going through a dysfunction.
The researchers were also surprised to note that in the avoiding profile, “players preferred to play alone (for example, solo games) but showed secure attachment. It was also surprising how the deregulated profile was associated with relational difficulties, especially both with anxious and avoidant attachment styles, as well as with a certain consumption of substances. ”
The study has several forces, including its significant and diversified sample and the use of well -validated psychological measures. However, researchers warn that the results are based on transversal data, which limits their ability to draw conclusions on the cause and the effect. For example, it is not clear if emotional deregulation leads to problematic games, or if an excessive game aggravates emotional difficulties. Longitudinal studies are necessary to follow how these profiles develop and change over time.
Researchers also note that the nature of the study of the study could introduce biases, because participants can underestimate distress or overestimate their social commitment. In addition, the study has not analyzed specific genres or content of play, which could influence the motivations and psychological impacts.
“As with many psychological studies, our data is self -deprecated and on the basis of a convenience sample, which can introduce biases and limit generalization,” noted Castro and Neto. “In addition, the transversal nature of the data limits causal interpretation. That said, although the size and diversity of the sample are considerable, we consider that this work is a first step in a wider search line.”
Their long -term objective is to provide tools to clinicians and decision -makers to recognize various playing behaviors and offer tailor -made interventions. They also hope that the results will be able to contribute to more inclusive strategies to promote healthy playing habits.
“We are currently finalizing a longitudinal study that follows these profiles over time, which will allow us to draw stronger inferences and examine how playing behaviors are evolving compared to psychological variables,” said Castro and Neto. “Our long -term objective is to support clinicians with proofs based on evidence that can shed light on evaluation and intervention.
“We would like to thank all the participants who contributed to this study and to the ISPA and the Appsyci Research Center. Working together was a deeply enriching process, combining research and clinical thinking. Cátia, doctorate, who also works as a clinical psychologist and psychotherapist. We hope that this study adds to the community of clinical people and psychologists. support.”
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