Lena Klein, Matthias Brand, Elisa Wegmann
Social networks (SN) are used for different reasons in everyday life, often resulting in higher usage time and sometimes in a problematic use of social networks (PSNU). The I-PACE model outlines that specific predisposing variables (e.g., usage motives, personality traits, stress-appraisal, coping strategies) and affective and cognitive mechanisms (e.g., use expectancies, gratification, compensation) as well as their interactions contribute to the development and maintenance of PSNU. Our aim was to test a structural equation model with two different paths of reinforcement mechanisms: pleasure-seeking for achieving specific emotional experiences and compensation-seeking to avoid or reduce negative states. Both pathways are assumed to lead to higher symptom severity of PSNU and usage time of SN. In a pre-registered, multi-center study (DFG-funded research unit) with a mixed-method, cross-sectional, between-subject design in Germany, 306 (81% female; Age: M = 26.41 years; SD = 07.76, Range: 16–64 years) participants underwent the study procedure, including a diagnostic interview based on DSM-5 criteria for gaming disorder (modified for PSNU), thereby identifying individuals with problematic use of SN. Additional constructs were assessed by self-reports. The structural equation model provided an acceptable fit with the data. It showed that positive reinforcement mediates the effect of usage motives on SN usage time. Negative reinforcement mediates the effect of stress-appraisal and coping on PSNU and the effect of usage motives on PSNU. The pleasure-seeking pathway significantly leads to higher usage time of SN while the compensation-seeking pathway results in higher symptom severity. The results emphasize the relevance of different predisposing factors and reinforcement processes, and expands existing theoretical models.