Phenotypes associated with problematic online gaming and gambling

BACKGROUND AND OBJECTIVES: Excessive engagement in online gaming and gambling is increasingly prevalent among young individuals, particularly first-year university students, and is associated with significant psychosocial damage. The aim of the present study was to identify empirical clusters among...

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Detalles Bibliográficos
Autores: Granero, Roser|||0000-0001-6308-3198, Fernández Aranda, Fernando|||0000-0002-2968-9898, Demetrovics, Zsolt|||0000-0001-5604-7551, Jiménez Murcia, Susana|||0000-0002-3596-8033
Tipo de recurso: artículo
Fecha de publicación:2026
País:España
Institución:Universitat Autònoma de Barcelona
Repositorio:Dipòsit Digital de Documents de la UAB
Idioma:inglés
OAI Identifier:oai:dnet:uabarcelona_::3ce4bfa338c14744b6bb918be4b2e353
Acceso en línea:https://ddd.uab.cat/record/328666
https://dx.doi.org/urn:doi:10.1016/j.abrep.2026.100702
Access Level:acceso abierto
Palabra clave:Online gaming disorder
Online gambling disorder
Cluster
University students
Problematic internet use
Descripción
Sumario:BACKGROUND AND OBJECTIVES: Excessive engagement in online gaming and gambling is increasingly prevalent among young individuals, particularly first-year university students, and is associated with significant psychosocial damage. The aim of the present study was to identify empirical clusters among university students reporting problematic online gaming and gambling behaviors and to examine the extent to which these clusters differ from a control group of students without gaming- and gambling-related problems. METHOD: The sample included 273 first-year university students (180 women and 93 men, aged 18-25 years). Participants were first classified into a subgroup with problematic online gaming or gambling (n = 100) and a non-problematic (control) group (n = 173), based on DSM-5 criteria. A two-step cluster analysis was then conducted exclusively within the problematic subgroup to identify latent profiles, using indicators of addictive behavior severity, engagement with social networks and the internet, impulsivity, emotion dysregulation, gambling-related cognitive distortions, and psychological distress. Subsequently, the identified clusters were compared with each other and with the control group across a broad range of psychological and behavioral indicators. RESULTS: Two clusters were identified, primarily differentiated by the severity of gaming-gambling involvement and associated psychological vulnerabilities. Cluster profiles revealed distinct patterns of impulsivity, emotional deficit, and cognitive biases. Both clusters significantly differed from the control group, with higher scores on all clinical and cognitive measures except for the social internet use and sensation seeking. CONCLUSION: The findings provide empirical support for the heterogeneity of problematic gaming and gambling among young university students. The identification of discrete subgroups underscores the relevance of individualized prevention and intervention strategies, tailored to the severity and psychological correlates of the addictive behavior(s). These results also highlight the need to refine screening and diagnostic tools within this target population.