Internet addiction is currently considered a worldwide problem and in particular addiction to video games is an area that has attracted particular interest in recent years (1,2). According to recent international literature, online gambling addiction could be considered a subtype of videogame addiction that do not use an Internet connection, as traditional and/or offline games. The use of the connection to a network in online videogames creates a different way of relating with other users both on the social dimension and on the perception of the role (3,4). When the Internet becomes the only interest in an individual's life and everything else is emptied of importance, the isolation in which the subject closes again produces consequences not only from a psychological but also physical and social point of view (5).
Among the different types of online videogames, MMO's (Massive Multiplayer Online Game) seem to be increasingly successful, among the most popular, there are MMORPG's (Massive Multiplayer Online Role Play Game), flash games and gambling online. MMORPG is an online role-playing game, mainly focused on fantasy narratives or conflict scenarios. It involves creating a digital avatar, defining its identity and appearance and creating virtual worlds where players interact with each other (6–8).
Flash games are played directly from the browser without the need to download additional programs.
Online gambling games are digital transpositions of traditional gambling; their novelty derives from the monetary dimension linked to games, intertwined with risk and the prediction of uncertain results (9).
The recognition of the use of online games as pathological risk behavior is still controversial. The Internet Gaming Disorder (IGD) is not yet classified, by recent psychiatric nosography (DSM-5), as a formal disorder, but requires further research and clinical investigation. The DSM-5 in presenting the Online Gaming Disorder noted that there are no well-studied subtypes for this disorder which very often involves both the use of specific online games and other forms of offline computerized gaming. DSM-5 proposes nine diagnostic criteria for the diagnosis of IGD (10).
Lee and collaborators proposed a classification of types of players with IGD: impulsive/aggressive players, emotionally vulnerable players and socially conditioned players.
Impulsive/aggressive players, typically teenagers, use the game to release their aggressive impulses. They have poor executive control, attention deficit, high impulsivity, tendency to boredom, high search for sensations and fluctuating mood. This type of user prefers to play with MOBA (Multiplayer Online Battle Arena) or First-Person Shooters. Emotionally vulnerable players, usually women, have low self-esteem, poor satisfaction in daily life, mood disorders in comorbidity, nervousness, social avoidance, somatization and feelings of inadequacy. Their favorite games are action videogames that induce a high level of involvement and allow them to escape from the stress of everyday reality and to change their negative emotional states.
Finally, socially conditioned players are those who usually play online to meet new people and to socialize. They tend to be sad, peaceful and have few social relationships in daily life. Two further subtypes have been identified of this type of users: the covert subtype, which suffers from social phobia, considers virtual reality as a safe place and uses it as a form of medication, and the overt subtype, with narcissistic personality, who prefers to play MMORPGs and then use the network to reinforce your hypertrophic self. (11).
Various authors suggest the involvement of the brain dopaminergic (DA) reward system in the neurobiology of IGD. This alteration of the dopaminergic circuit would also be responsible for the biological mechanisms underlying GAP and substance dependencies (12–16). Regarding comorbidity with mental disorders, the literature has highlighted an association between online games addiction and anxiety disorders, sleep disturbances, impulse control disorders, dissociative symptoms and other forms of addiction or personality disorders (17–25).
Based on these theoretical premises the aim of the research was to verify the relationship between the use of online games, any psychopathology and alterations in social functioning in a sample of young Italian adults.