The key concept in this equation is that the mere presence of an “x” in a gamer’s motivation to play is a big risk factor because it can multiply the effects of the y motivators.
Now it’s obviously not mathematical, and if you plug certain numbers into the mix it will fail hilariously, but just roll with it.
Family Connectedness and Family Warmth (Protective Factor)
Social Potency (Protective Factor)
Feeling in Control of One’s External Environment (Protective Factor)
Self-Control (Protective Factor)
Mastery (Protective Factor)
Parental Boundaries on Video Game Use (Protective Factor)
Risk factors have been identified from: Internet Gaming Disorder: Evidence for a Risk and Resilience Approach – Wayne A. Warburton, Sophie Parkes and Naomi Sweller
There are usually many different “y” factors (y1+y2+y3…)
CAR motivation
accessing competition and building confidence through esports when not engaging in sports
engaging game design
compulsive game design
age & maturity – executive functioning
what your friends are doing
playing daily – out of habit
intensity of dopamine release
ease of access
Low Z score – casual and healthy
Medium Z score – perhaps overindulgent and habitual