Computers in Human Behavior 145 (2023) 107775 Contents lists available at ScienceDirect Computers in Human Behavior journal homepage: www.elsevier.com/locate/comphumbeh Pursuing virtual perfection: Preoccupation with failure mediates the association between internalized parental criticism and gaming disorder Ágnes Zsila a, b, *, Reza Shabahang c, Mara S. Aruguete d, Beáta Bőthe e, Zsolt Demetrovics b, f, Gábor Orosz g a Institute of Psychology, Pázmány Péter Catholic University, Mikszáth Kálmán tér 1, 1088, Budapest, Hungary Institute of Psychology, ELTE Eötvös Loránd University, Izabella u. 46, 1064, Budapest, Hungary University of Tehran, 16th Azar St., Enghelab Sq, Tehran, Iran d Lincoln University, 820 Chestnut St, Jefferson City, MO 65101, Missouri (MO), USA e Département de Psychologie, Université de Montréal, Pavillon Marie-Victorin, 90 avenue Vincent d’Indy, Montréal, QC, Canada f Centre of Excellence in Responsible Gaming, University of Gibraltar, Europa Point Campus, Gibraltar, GX11 1AA , UK g Univ. Lille, Univ. Artois, Univ. Littoral Côte d’Opale, ULR 7369 - URePSSS - Unité de Recherche Pluridisciplinaire Sport Santé Société, F-59000 Liévin, France b c A R T I C L E I N F O A B S T R A C T Keywords: Failure Gaming disorder Path analysis Perfectionism Video games The present study examines the potential roles of perfectionism and reactions to failure in understanding gaming disorder. Specifically, we investigate whether parental perfectionism predisposes players to risk of gaming dis­ order through internalized perfectionism and maladaptive reactions to failure. Hungarian gamers (N = 2,097, 88.5% male, Mage = 26.2 years, SD = 6.8) completed an online survey measuring perfectionism (parental and self-oriented), reactions to failure in gaming, and gaming disorder. Initially, we developed the Reactions to Failure in Gaming Scale and established its psychometric properties. Subsequently, we constructed a path model using a structural equation modeling technique. Parental criticism was associated with over-engagement with failure via the indirect path of self-critical perfectionism, which was positively associated with gaming disorder. In addition, higher parental expectations were associated with disengagement from failure via narcissistic perfectionism, while parental criticism was associated with disengagement through self-critical perfectionism. The model explained a substantial proportion (42%) of the total variance of gaming disorder, indicating that parental criticism and self-critical perfectionism have key roles in ruminative responses to failure in gaming. These results suggest that critical parental and personal attitudes towards performance and over-engagement with failure make fundamental contributions to the development of addictive gaming behaviors. 1. Introduction Perfectionism can determine our reactions in demanding situations where cognitive performance is required (Shafran, Cooper, & Fairburn, 2002). Individuals with high internalized perfectionism often report high parental expectations as children (Clark & Coker, 2009; Cook & Kearney, 2014). Internalized perfectionism can be harmful when there is a discrepancy between unattainably high personal standards and actual performance (Rice, Ashby, & Slaney, 2007), resulting in self-criticism and lowered self-esteem (Shafran et al., 2002). Dysfunctional perfec­ tionism has been associated with mental health disorders such as obsessive-compulsive and eating disorders (see Long & Liu, 2015), which share common features with behavioral addictions in terms of compulsivity and loss of control (Lubman, Yücel, & Pantelis, 2004). Furthermore, evidence shows direct links between maladaptive perfec­ tionism and behavioral addictions such as work addiction and gambling disorder (Casale, Fioravanti, Flett, & Hewitt, 2014; Kun, Takacs, Rich­ man, Griffiths, & Demetrovics, 2021; Tabri, Werner, Milyavskaya, & Wohl, 2021; Yoon, Kim, & Han, 2017). Although perfectionism studies have mostly focused on the association between perfectionism and ac­ ademic achievement (see Madigan, 2019 for a review), Stoeber and Otto (2006) contend that perfectionism can influence all aspects of life. There are few studies on how perfectionism can influence leisure activities such as gaming. In the present study, we develop a survey instrument to * Corresponding author. Institute of Psychology, Pázmány Péter Catholic University, Mikszáth Kálmán tér 1, 1088, Budapest, Hungary. E-mail addresses: zsilagnes@gmail.com (Á. Zsila), rezashabahang74@gmail.com (R. Shabahang), aruguetem@lincolnu.edu (M.S. Aruguete), beabothe@gmail. com (B. Bőthe), demetrovics@t-online.hu (Z. Demetrovics), gaborosz@gmail.com (G. Orosz). https://doi.org/10.1016/j.chb.2023.107775 Received 15 November 2022; Received in revised form 28 March 2023; Accepted 2 April 2023 Available online 7 April 2023 0747-5632/© 2023 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/bync-nd/4.0/). Á. Zsila et al. Computers in Human Behavior 145 (2023) 107775 examine reactions to failure in gaming and establish its psychometric properties. After establishing a reliable and valid instrument, we test a path model to explain the associations between parental perfectionism, self-oriented perfectionism, reactions to failure, and gaming disorder. We hypothesize that parental perfectionism is associated with self-oriented perfectionism, which in turn is associated with maladap­ tive reactions to failure in gaming. We also expect that maladaptive reactions are associated with more symptoms of gaming disorder. & Kearney, 2014), can be harmful to self-esteem, while high parental expectations can be considered as adaptive and motivating (Rice et al., 2007). Based on these findings, we expect that parental criticism will be associated with gaming disorder, while parental expectations will not have a direct association with gaming disorder. According to the social expectation model (Barrow & Moore, 1983), “children may internalize high standards and expectations from their parents and develop perfectionism” (Yang et al., 2021, p. 8). Therefore, parental perfectionism is expected to show associations with self-oriented perfectionism. Shafran et al. (2002) described how high internalized perfectionism can alter the ways in which individuals view their performance and how they respond to failure. Critical parental feedback can result in higher sensitivity to failure (Gilbert, Clarke, Hempel, Miles, & Irons, 2004), which in turn increases the use of mal­ adaptive coping strategies (Ayadi, Pireinaladin, Shokri, Dargahi, & Zarein, 2021). Therefore, we expect that parental criticism will be associated with maladaptive reactions to failure (i.e., over- and disengagement). 1.1. Gaming disorder The American Psychiatric Association first recognized Internet gaming disorder as a behavioral addiction in section III of the DSM-5 that requires further clinical and empirical evidence. More recently, the World Health Organization included gaming disorder in the Inter­ national Classification of Diseases (ICD-11; Jo et al., 2019). Gaming disorder is defined as “persistent and recurrent use of the Internet to engage in games, often with other players, leading to clinically signifi­ cant impairment or distress as indicated by five (or more) criteria in a 12-month period” (American Psychiatric Association, 2013, p. 795). Escape, preoccupation, tolerance, and continued use despite harm are the most commonly reported symptoms of gaming disorder (King & Delfabbro, 2016). According to a recent meta-analysis, the worldwide prevalence of gaming disorder is 3.05%, while in Europe the prevalence is 2.72% (Stevens, Dorstyn, Delfabbro, & King, 2021). Much of the research on gaming disorder has been guided by the Interaction of Person-Affect-Cognition-Execution (I-PACE) model (Brand et al., 2019), which provides an explanation for the develop­ ment, maintenance, and relapse of Internet use disorders (Jhone, Song, Lee, Yoon, & Bhang, 2021). The I-PACE model views Internet use dis­ orders as resulting from an interaction between person variables (neurobiological and psychological predisposing factors), affective and cognitive responses (e.g., coping) and executive functions (e.g., inhibitory control, Young & Brand, 2017). The affective and cognitive reaction components are viewed as moderator and mediator variables, which have a crucial role in behavioral outcomes. A recent study applying the I-PACE model to gaming disorder found that adverse childhood experiences are associated with an elevated risk for gaming disorder, and this relationship is mediated by maladaptive affective and cognitive reactions to stressful situations (Jhone et al., 2021). This finding provided support for the crucial role of early-life distress in the development of gaming disorder (Brand et al., 2019), and emphasizes the importance of considering maladaptive reactions to challenging life situations in understanding the processes underlying Internet use disorders. In the present study, predisposing factors include both retrospective childhood experiences (i.e., parental perfectionism) and personality factors (i.e., dimensions of self-oriented perfectionism), while affective and cognitive mediators are reactions to failure, specif­ ically in a gaming context. We apply the comprehensive I-PACE model based on the findings by Jhone et al. (2021) showing the applicability of the model in understanding the mechanisms of gaming disorder. 1.2.2. The three aspects of perfectionism Hewitt and Flett (1991) proposed three dimensions of perfectionism: self-oriented perfectionism (demanding perfection of oneself), socially prescribed perfectionism (perceiving others as demanding perfection of oneself) and other-oriented perfectionism (demanding perfection of others). Recently, Smith, Saklofske, Stoeber, and Sherry (2016) pro­ posed a three-dimensional model comprised of rigid, self-critical, and narcissistic perfectionism. Rigid perfectionism is a type of self-oriented perfectionism which is reflected in high standards towards the self and expectations of flawless performance. Self-critical perfectionism in­ volves concerns over possible mistakes, uncertainty, and preoccupation with negative feedback. Narcissistic perfectionism is an expectation of perfection from others. Individuals with high narcissistic perfectionism are critical and demanding in relation to others’ performance (Feher et al., 2020; Smith et al., 2016). As all three dimensions include compulsive features, which were associated with maladaptive coping strategies (Moritz et al., 2018), we expect that self-critical, rigid, and narcissistic perfectionism will be associated with maladaptive reactions to failure (i.e., over- and disengagement). Perfectionism has also been associated with behavioral addictions such as excessive social media use (Yoon et al., 2017), disordered gambling (Tabri et al., 2021), problematic Internet use (Lehmann & Konstam, 2011; Wang, Tian, Zheng, Li, & Liu, 2020), compulsive exer­ cise (Çakın, Juwono, Potenza, & Szabo, 2021), and work addiction (Kun et al., 2020).These findings indicate that perfectionism transcends context and is therefore linked with both work and leisure activities. In relation to gaming, a 12-month longitudinal study of highly engaged gamers showed that problematic gaming behaviors were more likely to emerge among players high in perfectionism (Forrest, King, & Delfab­ bro, 2017), suggesting that perfectionism can be a risk factor for gaming disorder. Moreover, Jhone et al. (2021) recently supported the I-PACE model, demonstrating that adverse childhood experiences are associated with gaming disorder, which is partially mediated by stress. Therefore, we hypothesize that self-oriented perfectionism (i.e., self-critical, rigid, and narcissistic perfectionism) will be associated with more symptoms of gaming disorder. 1.2. Perfectionism 1.2.1. Parental expectations and criticism The I-PACE model theorizes that person-related predispositions make some individuals more susceptible to gaming disorder (Brand et al., 2019). Perfectionism is a multidimensional trait that may be a predisposing factor for gaming disorder. Frost, Marten, Lahart, and Rosenblate (1990) considered parental expectations and parental criticism as dimensions of socially prescribed perfectionism. While parental expectations refer to high standards set by parents and expected excellence from the child, parental criticism in­ volves children’s perceptions that they are unable to meet the exces­ sively high standards set by their parents (Frost et al., 1990). Therefore, parental criticism, when perceived as demanding and controlling (Cook 1.3. Reactions to failure in gaming Gamers constantly experience wins and losses. The I-PACE model posits that the affective and cognitive reactions to these experiences may contribute to symptoms of gaming disorder (Brand et al., 2019). Win­ ning can be gratifying to gamers (Frommel, Klarkowski, & Mandryk, 2021), activating the brain’s reward circuit and the ventromedial pre­ frontal cortex (Kätsyri, Hari, Ravaja, & Nummenmaa, 2013). On the other hand, loss or failure in gaming can be conceptualized as a form of negative feedback. Orosz et al. (2022) identify three possible cognitive 2 Á. Zsila et al. Computers in Human Behavior 145 (2023) 107775 and affective reactions to negative feedback: over-engagement (becoming preoccupied by the experience of failure), disengagement (suppressing emotions and thoughts related to failure), and constructive engagement (learning from the setback without rumination or avoid­ ance). Disengagement and over-engagement are maladaptive reactions; however, constructive engagement is adaptive (Orosz et al., 2022). Ev­ idence suggests that Internet gamers show adaptive and maladaptive responses to failure. While some failures are seen as opportunities for growth, others are aversive and lead to feelings of helplessness (Aytemiz & Smith, 2020). To date, no previous study has used a reliable and valid assessment instrument to examine reactions to failure in a gaming context. The present study endeavors to construct a scale assessing cognitive and affective responses following failure in gaming based on the theoretical foundations of Orosz et al. (2022) and the I-PACE model (Brand et al., 2019). We expect that dysfunctional reactions to failure (i. e., over- and disengagement) will be positively associated with gaming disorder. interrelationships between parental and self-oriented perfectionism, reactions to failure in gaming, and gaming disorder. We proposed the following hypotheses. H1. Parental perfectionism (i.e., expectations and criticism) predicts self-oriented perfectionism (i.e., self-critical, rigid, and narcissistic perfectionism). H2. Parental criticism predicts maladaptive reactions to failure (i.e., over-engagement and disengagement). H3. Parental criticism predicts more symptoms of gaming disorder. H4. Self-oriented perfectionism (i.e., self-critical, rigid, and narcis­ sistic perfectionism) predicts maladaptive reactions to failure (i.e., overengagement and disengagement). H5. Self-oriented perfectionism (i.e., self-critical, rigid, and narcis­ sistic perfectionism) predicts more symptoms of gaming disorder. H6. Maladaptive reactions to failure (i.e., over-engagement and disengagement) predict more symptoms of gaming disorder. 1.4. Possible relationships between reactions to failure in gaming, perfectionism, and gaming disorder 2. Methods The I-PACE model postulates that stress experienced in early life can have an influential role in developing gaming disorder (Brand et al., 2019). Jhone et al. (2021) suggest that maladaptive affective and cognitive responses to stressful situations in later life can further elevate the risk for gaming disorder (e.g., playing video games to escape from real life problems). These dysfunctional responses contribute to the maintenance of addictive behavioral patterns as they increase cravings and cue sensitivity (Brand et al., 2019; Jhone et al., 2021). Previous studies have found a direct association between parental perfectionism and self-oriented perfectionism as children internalize high expectations of their performance (Clark & Coker, 2009; Cook & Kearney, 2014). Perfectionism has been associated with maladaptive coping strategies, which predict higher distress (Park, Heppner, & Lee, 2010). Specifically, rumination (Castro-Calvo, Beltrán-Martínez, Flayelle, & Billieux, 2022), avoidance (Li, Zou, Wang, & Yang, 2016), denial, and behavioral disengagement (Schneider, King, & Delfabbro, 2018) have been associated with increased symptoms of gaming disorder. More recently, studies have suggested that parental attachment may have an influential role in the development of gaming disorder (see Kim & Chun, 2023 for a review). Specifically, positive relationship with parents was associated with lower risk for gaming disorder (Nielsen, Favez, & Rigter, 2020) as secure parental attachment facilitated the development of a positive self-concept, which is a protective factor against self-criticism (Irons, Gilbert, Baldwin, Baccus, & Palmer, 2006), maladaptive coping (Lane, Jones, & Stevens, 2002), and technology-related behavioral addictions (Marino et al., 2019). How­ ever, some studies investigating possible mediators of the relationship between parental attachment and gaming disorder found only indirect associations through personal and social variables such as social stigma (Kim & Chun, 2023) and self-control (Malik, Nanda, & Kumra, 2020). Kim and Chun (2023) found that the effect of parental attachment on gaming disorder was larger than the effect of peer attachment, sug­ gesting that negative relationship with parents may have a more influ­ ential role in gaming disorder than peer relationships. Based on previous empirical findings and the theoretical foundations of the I-PACE model, the hypothetical structure of the present path model is as follows: parental perfectionism → self-oriented perfec­ tionism → reactions to failure in gaming → gaming disorder. 2.1. Procedure Data collection was conducted in collaboration with the most pop­ ular Hungarian gamer lifestyle magazine, GameStar. Data were gathered using an online questionnaire promoted by the editorial team of the GameStar magazine. Incentives were used to increase participation (three 20,000 HUF shopping vouchers were raffled among respondents, each being worth about 77 USD). Participation in the survey was voluntary and anonymous. Informed consent was required. Ethical approval was obtained from the Institutional Review Board of the first author’s university. The study was conducted following the principles of the Declaration of Helsinki. A total of 2,152 participants completed the questionnaire. Exclusion criteria were: (1) informed consent was not provided (n = 47), and (2) no variation was observed in the responses across three different mea­ sures, suggesting lack of participant engagement (n = 8). For underage participants (those between 14 and 18 years of age), passive parental consent was required, consistent with the current ethical standards in Hungary. All participants reported that they play video games regularly (at least 1 h a week). The final sample consisted of 2,097 Hungarian gamers (88.5% male, Mage = 26.2 years, SD = 6.8). In accordance with the aim of the study, the total sample was randomly split into three subsamples. The first and second subsamples (n = 1,049) were used to explore the factor structure of the Reactions to Failure in Gaming Scale (RFGS). The third subsample (n = 1,048) was used to provide further support for the applicability of the RFGS. Following the confirmation of the psychometric appropriateness of the RFGS, a path model was con­ structed to explore the associations between parental and self-oriented perfectionism, reactions to failure in gaming, and gaming disorder. 2.2. Participants According to aim of the present study, three subsamples were used in the data analysis (see Table 1 for details). The three subsamples were created by randomly dividing the whole sample into two groups. The first group (n = 1,049) was then randomly divided again to create the first and second subsamples, used for the exploratory (EFA) and the confirmatory (CFA) factor analyses, respectively. The first subsample for the EFA (Subsample 1) included 525 participants (89.0% men) ranging in age from 15 to 53 years (Mage = 26.3 years, SD = 7.2). The second subsample for the CFA (Subsample 2) consisted of 524 participants (87.6% men, Mage = 26.0 years, SD = 6.8) ranging in age from 14 to 55 years. Finally, to confirm the psychometric appropriateness of the RFGS and explore the path model, the third subsample was used, including 1.5. Study aims and hypotheses The purpose of the present study is two-fold. First, we seek to introduce a measure of reactions to failure in gaming and test the psy­ chometric properties of the measure. Second, we examine the 3 Á. Zsila et al. Computers in Human Behavior 145 (2023) 107775 something perfectly”; α = 0.86), and narcissistic perfectionism (six items, e.g., “I am highly critical of other people’s imperfections”; α = 0.78). Participants indicated their level of agreement with each state­ ment using a five-point Likert-scale ranging from disagree strongly (1) to agree strongly (5). The translation of the items was provided by three Hungarian experts, following the procedure described for the FMPS subscales. Gaming disorder was assessed using the unidimensional Ten-Item Internet Gaming Disorder Test (IGDT-10; Király et al., 2017). The IGDT-10 items (e.g., “Have you ever in the past 12 months unsuccess­ fully tried to reduce the time spent on gaming?“) are rated on the following scale: 0 = never, 1 = sometimes, 2 = often. According to the scoring guide (see Király et al., 2017), selecting “2 = often” to an item is considered a positive response, while “0 = never” and “1 = sometimes” is considered a negative response. Selecting “2 = often” for either the 9th or the 10th item is considered one positive response; therefore, scores on the IGDT-10 can range from 0 to 9. Table 1 and descriptive statistics for three subsamples. Subsample 1 (n = 525) Subsample 2 (n = 524) Subsample 3 (n = 1,048) Demographic Characteristics Gender (n; %) Male 467 (88.95%) 459 (87.60%) 930 (88.74%) Female 58 (11.05%) 65 (12.40%) 118 (11.26%) Age (M, SD) 26.31 (7.21) 25.97 (6.79) 26.20 (6.57) Education (n; %) Primary school 71 (13.52%) 74 (14.1%) 138 (13.17%) Secondary school 336 (64.00%) 337 (64.31%) 666 (63.55%) certificate College degree or higher 118 (22.48%) 113 (21.56%) 244 (23.28%) Descriptive Statistics for Study-Variables Reactions to Failure in Gaming Scale (RFGS; M, SD; range: 1–6) RFGS Over-engagement 2.06 (1.14) 2.03 (1.09) 1.98 (1.09) RFGS Disengagement 1.99 (1.27) 2.00 (1.26) 1.92 (1.22) RFGS Constructive 3.14 (1.32) 2.88 (1.28) 3.04 (1.31) engagement Big Three Perfectionism Scale – Short Form (BTPS-SF; M, SD; range: 1–5) BTPS–SF Rigid 2.96 (1.06) 2.84 (1.05) 2.90 (1.03) perfectionism BTPS–SF Self-critical 2.34 (0.96) 2.33 (0.93) 2.33 (0.94) perfectionism BTPS–SF Narcissistic 1.72 (0.75) 1.71 (0.68) 1.68 (0.68) perfectionism Frost Multidimensional Perfectionism Scale (FMPS; M, SD) FMPS Parental 11.19 (5.56) 11.53 (5.79) 11.03 (5.57) expectations (range: 5–25) FMPS Parental criticism 7.74 (4.16) 7.81 (4.16) 7.73 (4.05) (range: 4–20) Internet Gaming Disorder 0.96 (1.39) 0.96 (1.44) 0.84 (1.30) Test (IGDT; M, SD; range: 0–9) 2.4. Statistical analysis Descriptive statistics and correlations were computed using SPSS 21.0 (IBM SPSS Inc., Chicago, Illinois), while the exploratory factor analysis (EFA), confirmatory factor analysis (CFA), and path analysis were performed using Mplus 7.4 (Muthén & Muthén, 1998-2015). The EFA was conducted on Subsample 1, using an oblique (geomin) rotation. The CFA was performed on Subsample 2, using a robust weight least square estimator with mean and variance adjusted statistics (WLSMV), which is appropriate for ordinal rating scales with asymmetric response thresholds (Finney & DiStefano, 2013; Morin, Myers, & Lee, 2019). Model fit indices were evaluated based upon the following thresholds for acceptance (Brown, 2015; Hu & Bentler, 1999): the Comparative Fit Index (CFI; ≥0.95 for excellent, ≥0.90 for good), the Tucker-Lewis Index (TLI; ≥0.95 for excellent, ≥0.90 for good), and the root-mean-square error of approximation (RMSEA; ≤0.06 for excellent, ≤0.08 for good) and its 90% confidence interval (90% CI). Reliability (Cronbach’s alpha) was considered acceptable above α > 0.60 (Hair, Anderson, Tatham, & Black, 2003). A path analysis was performed using Subsample 3 to explore the associations between parental and self-oriented perfectionism, reactions to failure in gaming, and gaming disorder. In this mode, gender (1 = men, 2 = women) and age were included as covariates for all endoge­ nous variables. The structure of the path model was based on theoretical considerations (Brand et al., 2019) and previous empirical findings (e.g., Jhone et al., 2021; Kim & Chun, 2023): parental perfectionism (i.e., parental expectations and parental criticism) → self-oriented perfec­ tionism (i.e., rigid, self-critical, and narcissistic) → reactions to failure in gaming (i.e., over-engagement, disengagement, and constructive engagement) → gaming disorder. Mediation effects were analyzed for explorative purposes. We used a robust weight least square estimator with mean and variance adjusted statistics (WLSMV), which is appro­ priate for ordinal rating scales and categorical variables (e.g., IGDT items). Following the protocol by Schellenberg and Bailis (2016), total, total indirect, direct and specific indirect effects were estimated using 95% bias-corrected bootstrapped confidence intervals with 10,000 replication samples. Note. M = mean; SD = standard deviation. 1,048 participants (88.7% men, Mage = 26.2 years, SD = 6.6) ranging in age from 14 to 53 years. 2.3. Measures Reactions to failure in gaming. Responses to failure were assessed using the Reactions to Failure in Gaming Scale (RFGS). This instrument was constructed for this study (see Appendix 1), based upon the guideline proposed by Bőthe et al. (2018). The RFGS assessed three ways of reacting to failure in gaming settings (i.e., over-engagement, disen­ gagement, and constructive engagement). The RFGS contained nine items (three items per factor). Each item was rated on a six-point scale (1 = almost never to 6 = almost always). Parental perfectionism was assessed using two subscales (i.e., parental expectations and parental criticism) of the Frost Multidimensional Perfectionism Scale (FMPS; Frost et al., 1990). The parental expectations subscale had five items (e.g., “My parents set very high standards for me”; α = 0.91), while the parental criticism subscale included four items (e.g., “As a child, I was punished for doing things less than perfect”; α = 0.86). Participants rated each statement on a five-point Likert-scale ranging from strongly disagree (1) to strongly agree (5). Items were translated from English into Hungarian by two psychologists who were experts in cross-cultural adaptation of self-report measures. The two translations were compared by a third expert of the research team, and the final version was prepared based on the consensus of the three Hungarian experts. Self-oriented perfectionism was assessed using the Big Three Perfec­ tionism Scale – Short Form (BTPS-SF; Feher et al., 2020). This instru­ ment is comprised of three subscales: rigid perfectionism (four items, e. g., “I have a strong need to be perfect”; α = 0.88), self-critical perfec­ tionism (six items, e.g., “I judge myself harshly when I don’t do 3. Results 3.1. Exploring the factor structure of the reactions to Failure in Gaming Scale (RFGS) First, exploratory factor analysis was conducted on Sample 1 (n = 525; see Table 2). Five possible factor structures were explored from a single-factor structure to a five-factor structure. Only the first three structures yielded eigenvalues over 1.00 (eigenvalues = 3.87, 1.90, and 1.01, respectively). However, only the three-factor model (i.e., over4 Á. Zsila et al. Computers in Human Behavior 145 (2023) 107775 Table 2 Psychometric properties of the reactions to failure in gaming scale (RFGS). When I fail on an important part of a videogame I’m playing … Descriptive statistics Over-engagement 1… I spend my energy ruminating on what happened 2…I am hard on myself, keep thinking about what I did wrong 3…I’m judgmental with myself and preoccupied by the thought of what is wrong with me Disengagement 4… I do my best to get rid of failure-related memories 5…I do everything I can to eliminate the pain of the failure 6…I put my energy into completely erasing the memory of the failure Constructive engagement 7… I find a balance in which I neither ruminate on the failure, nor push it away 8…I experience the failure without being overly emotional or avoiding it 9…I’m able to observe the failure from a distance, without ruminating on my feelings and thoughts Factor loadings α Range Mean SD Skewness Kurtosis 0.79 1–6 1–6 1–6 1–6 1–6 1–6 1–6 1–6 1–6 1–6 1–6 1–6 2.04 1.93 2.18 2.01 1.82 2.02 2.15 1.82 3.01 3.04 2.97 3.01 1.12 1.13 1.40 1.43 1.27 1.44 1.56 1.36 1.31 1.52 1.72 1.70 1.31 1.42 1.11 1.40 1.30 1.35 1.23 1.71 0.26 0.28 0.37 0.31 1.30 1.72 0.24 0.95 1.80 0.74 0.24 1.89 − 0.77 − 1.01 − 1.22 − 1.22 0.84 0.70 EFA CFA 0.75 0.83 0.69 0.70 0.79 0.87 0.76 0.86 0.93 0.83 0.91 0.89 0.48 0.87 0.70 0.58 0.79 0.82 Note. α = Cronbach’s alpha; SD = standard deviation; EFA = exploratory factor analysis; CFA = confirmatory factor analysis. Standard error was 0.08 for skewness and 0.15 for kurtosis for all items. Factor loadings for the EFA were calculated using Subsample 1 (n = 525), whereas factor loadings for the CFA were calculated using Subsample 2 (n = 524). Descriptive statistics were calculated using both samples (n = 1,049). Instructions: Think back on recent experiences of failure while playing videogames. Please answer as honestly as possible, indicating how frequently you experience failure in the following ways. Response options: 1 = almost never, 2 = sometimes, 3 = somewhat less than half the time, 4 = somewhat more than half the time, 5 = most of the time, 6 = almost always. engagement, disengagement, and constructive engagement) yielded acceptable fit indices (χ 2 = 26.68, df = 12, p = 0.01; CFI = 0.996; TLI = 0.989; RMSEA = 0.048 [0.023–0.073]). All factor loadings were above 0.4 in their respective factor (see Table 2). There were no high crossloadings. Therefore, all items were retained. Inter-item correlations are presented in Appendix 2. Regarding inter-factor correlations, the association between the over-engagement and disengagement factors was positive and moderate-to-strong (r(s) = 0.52, p < 0.001), whereas the associations between constructive engagement and overengagement (r(s) = 0.14, p < 0.001) and disengagement (r(s) = 0.14, p < 0.001) were weak. Cronbach’s alphas indicated acceptable reliability (α = 0.79 for over-engagement, 0.84 for disengagement, and 0.70 for constructive engagement). Based on the psychometric appropriateness of the three-factor model, this three-factor structure was retained and used in the subsequent CFA. In the second step, confirmatory factor analysis was performed using Subsample 2 (n = 524). The three-factor model demonstrated excellent fit to the data (χ 2 = 52.49, df = 24, p < 0.001; CFI = 0.993; TLI = 0.990; RMSEA = 0.048 [0.030–0.065]). Factor loadings were above 0.5 (see Table 2). Overall, the three-factor, nine-item RFGS demonstrated strong psychometric properties; therefore, the RFGS was used in the subsequent path model. 3.2. Path analysis exploring the associations between parental and selforiented perfectionism, reactions to failure in gaming, and gaming disorder Using Subsample 3, the RFGS again demonstrated good fit to the data (χ 2 = 101.50, df = 24, p < 0.001; CFI = 0.990; TLI = 0.986; RMSEA = 0.056 [90% CI 0.045–0.067]). Factor loadings were between 0.57 and 0.90. Cronbach’s alpha was 0.81 for over-engagement, 0.84 for disen­ gagement, and 0.69 for constructive engagement. According to the preceding correlation analysis, the relationship between over-engagement and self-critical perfectionism was positive and moderate, while the associations between parental and self-oriented perfectionism, over- and disengagement, and gaming disorder were positive and generally weak. Constructive engagement had only negli­ gible positive relationships with parental expectations and rigid perfectionism, and was not associated with gaming disorder (see Table 3 Correlations among Parental and Self-oriented Perfectionism, Reactions to Failure in Gaming, and Gaming Disorder (n = 1,048). 1. Parental expectations 2. Parental criticism 3. Rigid perfectionism 4. Self-critical perfectionism 5. Narcissistic perfectionism 6. RFG Over-engagement 7. RFG Disengagement 8. RFG Constructive engagement 9. Gaming disorder M SD Range Skewness Kurtosis 1. 2. 3. 4. 5. 6. 7. 8. 9. – 0.68*** 0.24*** 0.35*** 0.30*** 0.27*** 0.18*** 0.08* 0.11*** 11.03 5.57 5–25 0.75 − 0.40 – 0.17*** 0.38*** 0.28*** 0.33*** 0.23*** 0.05 0.20*** 7.73 4.05 4–20 1.04 0.31 – 0.48*** 0.39*** 0.31*** 0.21*** 0.10** 0.15*** 2.90 1.03 1–5 − 0.03 − 0.69 – 0.36*** 0.50*** 0.28*** 0.05 0.26*** 2.33 0.94 1–5 0.50 − 0.49 – 0.27*** 0.22*** 0.02 0.14*** 1.68 0.68 1–5 1.32 1.96 – 0.41*** 0.09** 0.35*** 1.98 1.09 1–6 1.36 1.36 – 0.21*** 0.26*** 1.91 1.22 1–6 1.39 1.14 – 0.01 3.04 1.31 1–6 0.23 − 0.79 – 0.84 1.30 0–9 2.26 6.34 Note. M = mean; SD = standard deviation; RFG = reactions to failure in gaming. Standard error was 0.08 for skewness and 0.15 for kurtosis for all variables. Spearman correlations were conducted for the associations between gaming disorder and all other variables due to the high skewness and kurtosis of the gaming disorder variable, while Pearson correlations were performed on all other variables. ***p < 0.001; **p < 0.01; *p < 0.05. 5 Á. Zsila et al. Computers in Human Behavior 145 (2023) 107775 Table 3). A path model was constructed to further explore these associations, controlling for gender and age (see Fig. 1). The model fit was excellent (χ 2 = 2404.92, df = 896, p < 0.001; CFI = 0.967; TLI = 0.964; RMSEA = 0.040 [0.038–0.042]). Significant total, direct, and indirect effects with 95% bootstrapped confidence intervals are presented in Table 4. and narcissistic perfectionism) would predict more symptoms of gaming disorder. Only narcissistic perfectionism predicted symptoms of gaming disorder (β = 0.20, 95% CI = [0.04; 0.35], p = 0.011), and the associ­ ation was weak. Therefore, H5 was partially supported. H6 hypothesized that maladaptive reactions to failure (i.e., overengagement and disengagement) would predict more symptoms of gaming disorder. Over-engagement (β = 0.44, 95% CI = [0.28; 0.60], p < 0.001) predicted more symptoms of gaming disorder, with a moderate effect size. However, the association between disengagement and gaming disorder did not reach the level of significance (β = 0.14, 95% CI = [− 0.003; 0.27], p = 0.048). Therefore, H6 was partially supported. 3.2.1. Direct paths H1 hypothesized that parental perfectionism (i.e., expectations and criticism) would predict self-oriented perfectionism (i.e., self-critical, rigid, and narcissistic perfectionism). Parental expectations predicted all dimensions of self-oriented perfectionism (β = 0.15, 95% CI = [0.03; 0.26], p = 0.010 for self-critical perfectionism, β = 0.31, 95% CI = [0.20; 0.43], p < 0.001 for rigid perfectionism, and β = 0.31, 95% CI = [0.19; 0.43], p < 0.001 for narcissistic perfectionism). Parental criticism pre­ dicted two dimensions of self-oriented perfectionism: self-critical perfectionism (β = 0.31, 95% CI = [0.21; 0.43], p < 0.001) and narcissistic perfectionism (β = 0.16, 95% CI = [0.03; 0.28], p = 0.014). These associations were weak. Therefore, H1 was partially supported. H2 hypothesized that parental criticism would predict maladaptive reactions to failure (i.e., over-engagement and disengagement). Parental criticism was positively but weakly associated with maladaptive re­ actions to failure: over-engagement (β = 0.22, 95% CI = [0.10; 0.35], p < 0.001) and disengagement (β = 0.23, 95% CI = [0.10; 0.36], p = 0.001). Therefore, H2 was supported. H3 hypothesized that parental criticism would predict more symp­ toms of gaming disorder. The association between parental criticism and gaming disorder did not reach statistical significance (β = 0.18, 95% CI = [− 0.001; 0.36], p = 0.046). Therefore, H3 was not supported. H4 hypothesized that self-oriented perfectionism (i.e., self-critical, rigid, and narcissistic perfectionism) would predict maladaptive re­ actions to failure (i.e., over-engagement and disengagement). Selfcritical perfectionism predicted maladaptive reactions to failure (β = 0.49, 95% CI = [0.39; 0.59], p < 0.001 for over-engagement, and β = 0.21; 95% CI = [0.09; 0.32], p < 0.001 for disengagement). The asso­ ciation of self-critical perfectionism was moderate with overengagement, and weak with disengagement. Rigid perfectionism was a weak predictor of constructive engagement (β = 0.15, 95% CI = [0.03; 0.26], p = 0.014), while narcissistic perfectionism was a weak predictor of disengagement (β = 0.14, 95% CI = [0.03; 0.24], p = 0.011). Therefore, H4 was partially supported. H5 predicted that self-oriented perfectionism (i.e., self-critical, rigid, 3.2.2. Indirect paths Both parental expectations (indirect path β = 0.07, 95% CI = [0.02; 0.14], p = 0.015) and criticism (indirect path’s β = 0.16, 95% CI = [0.10; 0.23], p < 0.001) were indirectly and positively associated with over-engagement via self-critical perfectionism. Parental criticism showed a significant indirect (indirect path β = 0.24, 95% CI = [0.15; 0.34], p < 0.001) but not a direct association with gaming disorder (β = 0.18, 95% CI = [− 0.001; 0.36], p = 0.046). In turn, parental expecta­ tions showed a negative, direct association with gaming disorder (β = − 0.20, 95% CI = [− 0.38; − 0.02], p = 0.032), with no significant indi­ rect effect (indirect path β = 0.02, 95% CI = [− 0.08; 0.10], p = 0.726). Moreover, parental criticism was also associated with gaming disorder via over-engagement (indirect path β = 0.10, 95% CI = [0.04; 0.18], p = 0.004). However, these associations were weak. The strongest direct associations were between self-critical perfectionism and overengagement (β = 0.49, 95% CI = [0.39; 0.59], p < 0.001), which in turn, had a moderate association with gaming disorder symptoms (β = 0.44, 95% CI = [0.28; 0.60], p < 0.001). Parental expectations and criticism were both indirectly associated with disengagement, but via different paths. Specifically, parental ex­ pectations were associated with disengagement via narcissistic perfec­ tionism (indirect path β = 0.04, 95% CI = [0.01; 0.09], p = 0.029), while this association was mediated by self-critical perfectionism for parental criticism (indirect path β = 0.07, 95% CI = [0.03; 0.12], p = 0.003). However, direct and indirect associations were generally weak (see Fig. 1). Finally, higher parental expectations were associated with constructive engagement via rigid perfectionism (indirect path β = 0.05, 95% CI = [0.01; 0.10], p = 0.030). Overall, the model explained 42% of the total variance of gaming disorder. Fig. 1. Path Model Representing Significant Associations between Parental and Self-oriented Perfectionism, Reactions to Failure in Gaming, and Gaming Disorder (n = 1,048). Note. ***p < 0.001; **p < 0.01; *p < 0.05. Gender (1 = men, 2 = women) and age were included in the model as control variables. Correlations between the variables are not presented in the figure for the sake of clarity. Standardized regression coefficients are presented. 6 Á. Zsila et al. Computers in Human Behavior 145 (2023) 107775 The first aim of the study was to develop an instrument that assesses affective and cognitive responses to failure in a gaming context. Un­ derstanding responses that occur in the gaming context is crucial in the exploration of possible contributing factors to gaming disorder. Based on the theoretical foundation proposed by Orosz et al. (2022), a three-dimensional structure (i.e., over-engagement, disengagement, and constructive engagement) of the Reactions to Failure in Gaming Scale (RFGS) was tested for psychometric appropriateness. Exploratory and confirmatory factor analyses across two subsamples of gamers confirmed that the three-factor, nine-item RFGS has strong psychomet­ ric properties in terms of internal consistency and factor structure. Over-engagement refers to being preoccupied by the experience of failure, which can manifest in rumination, self-blaming, and unpro­ ductive thoughts. Disengagement is a tendency to suppress or ignore emotions, thoughts, and memories related to failure in an attempt to alleviate negative feelings, and thus, maintain self-esteem. Constructive engagement is a healthy response to failure, a balance between preoc­ cupation and repression of the emotional impact of a failure. Over- and disengagement can be considered as maladaptive responses, while constructive engagement is an adaptive response to failure (Orosz et al., 2022). Table 4 Significant Total, Direct, and Indirect Effects in the Path Model Representing the Associations between Parental and Self-oriented Perfectionism, Reactions to Failure in Gaming, and Gaming Disorder (n = 1,048). Paths Total effect Parental criticism → gaming disorder Parental criticism → over-engagement Parental criticism → disengagement Self-critical perfectionism → gaming disorder Narcissistic perfectionism → gaming disorder Total indirect effect Parental expectations → over-engagement Parental expectations → disengagement Parental criticism → gaming disorder Parental criticism → over-engagement Parental criticism → disengagement Self-critical perfectionism → gaming disorder Direct effect Parental expectations → gaming disorder β 95% CI p 0.42 0.38 0.32 0.21 0.25 0.23; 0.26; 0.18; 0.06; 0.09; 0.61 0.51 0.44 0.37 0.40 <0.001 <0.001 <0.001 0.006 0.001 0.10 0.09 0.24 0.16 0.08 0.25 0.03; 0.04; 0.15; 0.10; 0.03; 0.16; 0.17 0.14 0.34 0.24 0.15 0.34 0.003 <0.001 <0.001 <0.001 0.003 <0.001 − 0.20 − 0.38; − 0.02 0.10; 0.35 0.10; 0.36 0.04; 0.35 0.032 0.12; 0.26 − 0.25; − 0.06 − 0.18; − 0.06 − 0.20; − 0.06 − 0.21; − 0.08 − 0.18; − 0.05 <0.001 0.001 0.06 0.02; 0.12 0.024 0.03 0.01; 0.07 0.034 0.07 0.02; 0.14 0.015 0.04 0.01; 0.09 0.029 0.05 0.01; 0.10 0.030 0.10 0.04; 0.18 0.004 0.07 0.04; 0.11 <0.001 0.16 0.10; 0.23 <0.001 0.07 0.03; 0.12 0.003 0.22 0.13; 0.32 <0.001 Parental criticism → over-engagement Parental criticism → disengagement Narcissistic perfectionism → gaming disorder Direct effect of control variables Gender → self-critical perfectionism Age → gaming disorder 0.22 0.23 0.20 Age → over-engagement − 0.12 Age → disengagement − 0.13 Age → rigid perfectionism − 0.14 Age → self-critical perfectionism − 0.12 Specific indirect effect Parental expectations → narcissistic perfectionism → gaming disorder Parental expectations → self-critical perfectionism → over-engagement → gaming disorder Parental expectations → self-critical perfectionism → over-engagement Parental expectations → narcissistic perfectionism → disengagement Parental expectations → rigid perfectionism → constructive engagement Parental criticism → over-engagement → gaming disorder Parental criticism → self-critical perfectionism → over-engagement → gaming disorder Parental criticism → self-critical perfectionism → over-engagement Parental criticism → self-critical perfectionism → disengagement Self-critical perfectionism → over-engagement → gaming disorder 0.19 − 0.15 <0.001 0.001 0.011 4.2. Direct associations between parental and self-oriented perfectionism, reactions to failure, and gaming disorder <0.001 In support of the first hypothesis, higher parental expectations and criticism were associated with higher levels of self-oriented perfec­ tionism, except for the association between parental criticism and rigid perfectionism, which was not significant. Moreover, we demonstrated a moderate association between parental criticism and self-criticism. This result provides further evidence for the social expectation model (Barrow & Moore, 1983), which posits that children internalize the high standards set by their parents. Gilbert et al. (2004) suggested that parental criticism can lead to the internalization of a critical view of personal performance, which can result in self-critical perfectionism if high personal standards are unmet. However, parental criticism was not associated with rigid perfectionism. This result suggests that critical parental attitudes have a stronger association with critical attitudes to­ wards the self (i.e., self-criticism) and others (i.e., narcissistic perfec­ tionism), while critical parental attitudes are not directly associated with high standards towards the self when these standards are perceived to be attainable. Therefore, the first hypothesis was only partially supported. Supporting the second hypothesis, parental criticism predicted maladaptive reactions to failure. This result is in line with previous findings suggesting that individuals with higher internalized perfec­ tionism are more prone to use maladaptive coping strategies in stressful situations (Ayadi et al., 2021; Park et al., 2010). However, contrast to the third hypothesis, parental criticism was not directly associated with gaming disorder in the path model. Therefore, future studies are needed to further investigate the direct relationship between critical parental attitudes and symptoms of gaming disorder. More recent studies have also found no direct association between parental attitudes and gaming disorder, only through indirect paths via self-evaluation (Throuvala, Janikian, Griffiths, Rennoldson, & Kuss, 2019), self-control (Malik et al., 2020), and social stigma (Kim & Chun, 2023). The present results also showed that indirect associations have notable contribution to the explanation of this association. Providing partial support for the fourth hypothesis, self-critical perfectionism predicted maladaptive reactions to failure. However, narcissistic perfectionism was associated only with disengagement. Although no previous study has explored the dimensions of perfec­ tionism with reactions to failure in a gaming context, these findings suggest that gamers who expect flawless performance from others are more prone to suppress emotions and thoughts related to failure, thereby distancing the experience of failure from the self to protect self- <0.001 <0.001 <0.001 Note. 95% confidence intervals (CIs) with 10,000 bootstrap replication samples are reported. Gender was coded as follows: 1 = men, 2 = women. 4. Discussion 4.1. Assessing reactions to failure in video gaming Previous studies have linked perfectionism to technology-related behavioral addictions (e.g., Lehmann & Konstam, 2011; Yoon et al., 2017). The I-PACE model (Brand et al., 2019) posits that personal var­ iables (e.g., perfectionism) as well as affective and cognitive responses (e.g., maladaptive reactions to stressful situations) can contribute to the development of Internet use disorders (Brand et al., 2019). Using this framework, we investigated the interrelationships between parental and self-oriented perfectionism, reactions to failure, and gaming disorder. 7 Á. Zsila et al. Computers in Human Behavior 145 (2023) 107775 esteem. This result concurs with previous findings showing that narcissistic perfectionism is strongly and negatively associated with honesty and humility (see Flett & Hewitt, 2020). Rigid perfectionism was associated with constructive engagement, suggesting that high standards for personal performance without criticism towards the self or others can contribute to adaptive reactions to failure. In line with this result, a recent study on male soccer players found that rigid perfec­ tionism can be adaptive to individuals performing at advanced levels as they may see themselves as competent and able to reach their goals (Jordana et al., 2022). In contrast to our fifth hypothesis, only narcissistic perfectionism showed a weak, direct association with gaming disorder. This result contradicts previous findings. For instance, Miller and Mesagno (2014) found that both socially prescribed and self-oriented perfectionism are associated with exercise addiction. Additionally, Hill, Witcher, Gotwals, and Leyland (2015) identified self-oriented perfectionism as the most powerful predictor of exercise dependence. However, these studies did not include possible mediators to explain this association. The present results offer a more nuanced picture of the association between perfectionism and symptoms of addiction in a gaming context. We found that rigid perfectionism unrelated to maladaptive behavioral outcomes (i.e., maladaptive reactions to failure and gaming disorder), confirming more recent findings that high standards towards the self may not be harmful when these expectations are not associated with self-critical attitudes (Jordana et al., 2022, Wu, 2022). Self-critical perfectionism was not directly associated with gaming disorder; however, the indirect association via over-engagement was powerful compared to other in­ direct associations in the model. Therefore, over-engagement fully mediated the association between self-criticism and gaming disorder. Future research should investigate this association in more depth, involving more possible mediators (e.g., irrational beliefs, maladaptive coping strategies). In testing the sixth hypothesis, we found that over-engagement was positively associated with gaming disorder symptoms. However, disen­ gagement showed no significant association with gaming disorder. Therefore, the sixth hypothesis was only partially supported. High standards set by others can manifest in failure avoidance and intolerance (Flett & Hewitt, 2006), and addictions are often seen as a failure of the will (Baumeister & Vohs, 2007). Therefore, it is possible that individuals with a tendency to emotionally distance themselves from the experience of failure are less likely to lose control over their gaming activity as they use stronger self-regulation than those with ruminative thoughts over failure experiences. parental expectations were not associated directly with harmful behavioral outcomes (i.e., maladaptive reactions to failure and gaming disorder). A recent study on alcohol consumption also found that high standards are not associated with alcohol-related problems, while high perceived discrepancy between personal standards and actual perfor­ mance predicts alcohol consumption and alcohol-related problems (Patock-Peckham & Corbin, 2019). Parental criticism was also directly associated with over-engagement, which increased the risk of experi­ encing symptoms of gaming disorder in the present study. This result suggests that parental criticism can increase gamers’ tendency to ruminate on in-game experiences of failure even in the absence of self-critical attitudes. Regarding parental expectations, preoccupation with gaming-related failures is experienced through internalized self-criticism. Both high parental expectations and criticism were associated with disengagement, but via different mechanisms. High parental expecta­ tions were associated with disengagement through narcissistic perfec­ tionism. This result suggests that gamers with higher narcissistic perfectionism are more prone to repress or avoid feelings and thoughts related to the experience of failure. A possible explanation is that gamers with high parental standards expect perfection from others, focusing more on others’ failures while deemphasizing their own mistakes in an attempt to maintain self-esteem. In turn, parental criticism was associ­ ated with disengagement through self-criticism, indicating that gamers with internalized perfectionism can also be more prone to suppress their feelings and thoughts related to failure to maintain their self-esteem. Self-critical perfectionism was not directly associated with gaming disorder; however, the indirect association via over-engagement was powerful in the model. Indeed, over-engagement fully mediated the association between self-criticism and gaming disorder. This result aligns with recent findings indicating that parental influences are not directly associated with gaming disorder but only indirectly through self-control (Malik et al., 2020), core self-evaluation (Throuvala et al., 2019), and social stigma (Kim & Chun, 2023). These findings suggest that the maintenance of a positive self-image and self-regulation may be crucial factors in preventing the development of gaming disorder in gamers who experienced critical parental attitudes. The present findings suggest that gamers with high internalized self-criticism are more prone to ruminate on past experiences of failure in gaming settings, and rumination as a compulsive cognitive process is also a core component of addictive behaviors (Kun et al., 2020). Competitive video game genres such as FPS (first person shooter), RTS (real time strategy), and MMORPG (massively multiplayer online role-playing games) are increasingly popular in online gaming com­ munities (Bányai, Griffiths, Király, & Demetrovics, 2019), providing an inclusive space for competition and perfectionistic pursuits. These as­ pects of the gaming context share common features with attitudes to­ wards performance in sports (Adamus, 2012). Shafran et al. (2002) explained that perfectionist individuals raise their personal standards of performance until these standards become unattainable, which finally leads to self-criticism and lowered self-esteem. Therefore, it is possible that gamers with high internalized self-criticism keep playing after one or repeated experiences of failure driven by the pursuit of success even if the gameplay is not rewarding anymore. These gamers may keep pur­ suing high goals despite an unsatisfying experience of gaming in order to overwrite failure and avoid criticism from others or themselves. Sup­ porting this notion, perfectionism has been associated with obsessive-compulsive symptoms (see Limburg, Watson, Hagger, & Egan, 2017 for a review). Furthermore, González-Hernández, Nogueira, Zan­ geneh, and López-Mora (2021) describe how individuals with exercise addiction will continue training despite health concerns and injuries, in order to achieve their personal goals. Moreover, they report feelings of guilt when they are unable to exercise. This mechanism may provide an explanation for the elevated risk of gaming disorder among gamers with high self-criticism and over-engagement with failure. Therefore, gamers with ruminative tendencies may be at a higher risk for gaming disorder. 4.3. Indirect associations explaining the relationship between parental perfectionism and gaming disorder Both parental expectations and criticism were positively associated with over-engagement through self-criticism. This result suggests that if high parental standards manifest in a self-critical attitude, gamers are more prone to ruminate on the experience of failure, which can elevate the risk of gaming disorder. This finding corresponds to previous research suggesting that critical parental attitudes can be internalized later (Clark & Coker, 2009; Cook & Kearney, 2014), making individuals more prone to dysfunctional reactions to failure (e.g., rumination), which can increase risk of disordered gaming behaviors (Castro-Calvo et al., 2022). Miller and Mesagno (2014) also found that both socially prescribed and self-oriented perfectionism are associated with exercise addiction. Consistent with the present findings, Hill et al. (2015) iden­ tified self-oriented perfectionism as the most powerful predictor of ex­ ercise dependence. Furthermore, our results corroborate previous findings suggesting that parental criticism is associated with vulnera­ bility to poor mental health (Enns, Cox, & Clara, 2002) and addiction (Flett et al., 2008) through internalized dysfunctional perfectionism. Only parental criticism was indirectly associated with symptoms of gaming disorder through self-criticism and over-engagement, while high 8 Á. Zsila et al. Computers in Human Behavior 145 (2023) 107775 However, further research is needed to gain a more detailed picture of the mediating factors which may explain the association between perfectionism and gaming disorder. PACE model, which posits that person variables (i.e., self-critical perfectionism) as well as cognitive and affective responses (i.e., overengagement) can contribute to an elevated risk of Internet use disor­ ders such as gaming disorder (Brand et al., 2019). The present results align with the findings by Jhone et al. (2021) indicating that adverse childhood experiences can contribute to the development of gaming disorder symptoms through maladaptive responses to stress. Our results suggest that parental criticism can activate preoccupation with failure even in an entertainment domain where parental aspirations relating to performance are rare. Indeed, perfectionism can increase vulnerability to negative feedback (Gilbert et al., 2004). To avoid criticism and pro­ tect self-esteem, self-critical gamers ruminate on failure experiences, which may increase their proneness to compulsive gaming. This disor­ dered gaming experience is not rewarding anymore and serves only as a strategy to avoid guilt and criticism by achieving some success with prolonged gaming sessions. This study was able to measure and identify reactions to failure (i.e., constructive, over- and disengagement) of which over-engagement predicts the risk of gaming disorder. Perfec­ tionism explained a substantial amount of variance of over-engagement (41%) in the model, while perfectionism and reactions to failure explained a substantial proportion of variance of gaming disorder (42%). These results suggest that parental criticism plays a crucial role in over-engagement with failure in gaming, and can have a substantial contribution to addictive gaming. These findings highlight the impor­ tance of targeting parental influences in gaming practices (e.g., miti­ gating the strength of association among parental and self-criticism) and facilitating the development of adaptive coping strategies in perfec­ tionist gamers to deal with failure, both of which could possibly decrease the risk of gaming disorder. 4.4. Limitations There are a number of limitations to this study. First, a convenience sampling method was used, although the sample of gamers was rela­ tively large. The extent to which we can generalize these results to other populations is unclear. Second, the cross-sectional design of this study does not permit unequivocal conclusions regarding cause and effect. For example, though reaction to failure predicts gaming disorder in this study, the casual relationship remains unclear. Third, the direct associ­ ations of parental criticism and disengagement with gaming disorder were not significant in the current path model. Future studies should explore these associations in different settings to clarify the relationship between these factors. Future studies should also investigate other possible mediators (e.g., coping strategies) on the association between parental attitudes and addictive behaviors. The RFGS was developed in Hungarian language. The psychometric properties of the translated version of the scale should be established in future studies. Finally, the present study offers limited evidence for the validity of the RFGS (i.e., construct validity). Test-retest, predictive, convergent and discriminant validity should be examined in future studies. 4.5. Implications Self-oriented perfectionism increases with age (Stoeber, Otto, & Dalbert, 2009), suggesting that perfectionism can possibly spread from education and work to other life domains such as leisure activities and social relationships (Stoeber & Otto, 2006). The present study used multiple components from the I-PACE model including retrospective early-life experiences (i.e., parental perfectionism), person variables (i. e., dimensions of self-oriented perfectionism), and affective and cogni­ tive responses (i.e., reactions to failure in gaming) to explain gaming disorder symptoms (i.e., behavioral outcome) in a complex model. Re­ sults highlight the importance of considering parental influences in addition to other person variables in efforts to reduce the risk of gaming disorder and enhance mental health. A recent study has found that depression mediated the association between maladaptive perfec­ tionism and Internet addiction symptoms, highlighting the importance of investigating the role of mental health status (Yang et al., 2021). Moreover, Yang et al. (2021) also found that gender moderated this association, although the moderation effect was weak. Consistent with this finding, a small gender difference occurred in self-critical perfec­ tionism in the current study (see Table 4). In addition, younger age was associated with rigid and self-critical perfectionism, maladaptive re­ actions to failure, and gaming disorder, although these associations were again weak. These results indicate that demographic characteristics have a modest role in these associations. Although the present study has limited contributions to clinical practice due to the self-report nature of the data and the convenience sampling method, the findings imply that parental attitudes should be considered in the exploration of the development of gaming disorder symptoms. Critical parental attitudes may be important risk factors for gaming disorder when these negative attitudes are internalized. There­ fore, special attention should be paid to the self-esteem and selfregulatory strategies of gamers who experienced excessive parental criticism. These individuals may be more vulnerable to compulsive gaming behaviors, especially when ruminative tendencies are also present. Authors’ contributions ÁZ: conceptualization, methodology, formal analysis, wri­ ting–original draft, RS: conceptualization, writing–original draft, MSA: conceptualization, writing–original draft, BB: data curation, validation, writing–review& editing, ZD: methodology, writing–review& editing, GO: conceptualization, supervision, writing–review& editing. Funding ÁZ was supported by the ÚNKP-22-4 New National Excellence Pro­ gram of the Ministry for Culture and Innovation from the source of the National Research, Development and Innovation Fund. BB was sup­ ported by the Banting Postdoctoral Fellowship (Social Sciences and Humanities Research Council, SSHRC). ZD’s contribution was supported by the Hungarian National Research, Development and Innovation Of­ fice (KKP126835, FK134807). GO was supported by the ANR grant of the Chaire Professeur Junior of Artois University and by the Strategic Dialogue and Management Scholarship (Phase 1 and 2). Declaration of competing interest The authors declare that they have no known competing financial interests or personal relationships that could have appeared to influence the work reported in this paper. The University of Gibraltar receives funding from the Gibraltar Gambling Care Foundation, an independent, not-for-profit charity. Data availability Data will be made available on request. 4.5. Conclusions Overall, this study provided further empirical evidence for the I- 9 Á. Zsila et al. Computers in Human Behavior 145 (2023) 107775 Appendix 1. Technical Report for the Construction of the Reactions to Failure in Gaming Scale (RFGS) Theoretical background For the purpose of this study, the Reactions to Failure in Gaming Scale (RFGS) was constructed, assessing three subtypes of reactions to failure: (1) over-engagement, (2) disengagement, and (3) constructive engagement. The three factors were created based on the theory of Hayes and Feldman (2004). The assessment of the three factors was improved by Orosz et al. (2022), and items of the RFGS were created based on the Engagement with Criticism Scale (Orosz et al., 2022), which demonstrated strong psychometric properties. Over-engagement refers to a maladaptive form of emotional regulation involving preoccupation after experiencing failure (Hayes & Feldman, 2004). It is characterized by negative emotions (e.g., worry, self-criticism, feeling incompetent), rumination, and obsessive thoughts regarding the event. Over-engagement also involves the lack of emotional distancing (Kross & Ayduk, 2008, 2011; Kross et al., 2014) which can result in the person becoming overwhelmed by the emotions related to failure (Hayes & Feldman, 2004). Disengagement is another maladaptive emotional regulation strategy involving the avoidance of memories and thoughts of failure, in an attempt to alleviate negative emotions associated with the failure event (Hayes & Feldman, 2004). This may involve intentionally focusing attention to some­ thing else to distract from the negative feelings associated with failure. Disengagement involves emotional distancing (Kross & Ayduk, 2008, 2011; Kross et al., 2014; Park, Ayduk, & Kross, 2016). Constructive engagement is a third reaction to failure. This is an adaptive strategy that balances over-engagement and disengagement. Individuals using constructive engagement neither repress memories and negative emotions associated with failure (disengagement), nor engage in self-critical rumination (over-engagement). Instead, constructive engagement involves observing the thoughts and feelings associated with the failure event while maintaining a healthy emotional distance. This distanced view of the experience mitigates negative thoughts and feelings, permitting a healthy reconstruction of the failure event. Item construction The RFGS had three hypothetical factors (i.e., over-engagement, disengagement, and constructive engagement). Each factor consisted of three items. Based on the principles of item construction for self-report measures (Bőthe et al., 2018; Orosz, Tóth-Király, & Bőthe, 2016; Tóth-Király, Bőthe, Tóth-Fáber, Hága, & Orosz, 2017), the following criteria were followed: items must (1) be brief and easy to understand; (2) clearly belong to the theoretically proposed factor, and not to other factors; (3) not be suggestive; and (4) be adjusted to the scaling. The item construction procedure was based upon the protocol described by Bőthe et al. (2018). Therefore, a focus group of four experts in scale development created three items per factor. First, the experts shared their thoughts in pairs. Second, they presented their ideas to the group. After reaching consensus regarding the content of the items, the items were pre-tested by 20 students in an undergraduate course to screen whether the statements were concise and easy to understand. After finalizing the original English items, three Hungarian experts in scale development translated the items to Hungarian language and back-translated the statements to English. The response options were: 1 = almost never, 2 = sometimes, 3 = somewhat less than half the time, 4 = somewhat more than half the time, 5 = most of the time, 6 = almost always. We decided to use a six-point, labeled, ordinal scale instead of a five-point scale (1) to increase reliability and validity (Lozano, Garcia-Cueto, & Muniz, 2008; Weijters, Cabooter, & Schillewaert, 2010), (2) because labeled scale points may reduce the bias towards end points (Weijters et al., 2010), (3) and to avoid ignorant or neutral responses that may not represent the true attitudes of the respondents (Krosnick et al., 2002). Indeed, Krosnick et al. (2002) pointed out that a neutral option can increase social desirability bias, which is a major limitation of the use of self-report measures. Therefore, the final RFGS comprised three hypothetical factors (each containing three items), which were rated on a six-point ordinal scale. The instruction and the items are presented in Table 2. Appendix 2 Inter-item Correlations of the Reactions to Failure in Gaming Scale (RFGS; n = 1,049) 1. 2. 3. 4. 5. 6. 7. 8. 9. 1. 2. 3. 4. 5. 6. 7. 8. – 0.51*** 0.49*** 0.35*** 0.35*** 0.37*** 0.13*** 0.05 0.07* – 0.57*** 0.34*** 0.38*** 0.35*** 0.14*** 0.15*** 0.17*** – 0.44*** 0.45*** 0.49*** 0.05 0.06 0.07* – 0.63*** 0.65*** 0.12*** 0.06 0.11** – 0.70*** 0.11*** 0.17*** 0.13*** – 0.05 0.07* 0.10** – 0.40*** 0.37*** – 0.56*** Note. ***p < 0.001; **p < 0.01; *p < 0.05. Numbers reflect the item numbers presented in Table 2. Spearman correlations were conducted. 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