1
|
Angelini F, Pivetta E, Marino C, Canale N, Spada MM, Vieno A. Social norms and problematic gaming among adolescents: The role of Internet use coping motives. Addict Behav 2024; 148:107865. [PMID: 37804747 DOI: 10.1016/j.addbeh.2023.107865] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/08/2023] [Revised: 09/11/2023] [Accepted: 09/18/2023] [Indexed: 10/09/2023]
Abstract
INTRODUCTION Problematic gaming (PG) is a public health issue among adolescents worldwide. Although several studies have documented that peer influences constitute a relevant risk factor for adolescent problematic behaviors, little research is currently available on PG. The aim of this study was to examine the contribution of social norms and perceived friends' gaming frequency on participants' own gaming frequency and PG, by testing potential differences among groups with low vs. high motive to use the Internet (e.g., online gaming) as a coping strategy. METHOD A survey was administered to 470 adolescent gamers (mean age = 15.49 years; SD = 1.05 years; 77.9 % males). A theoretical model was tested through path analysis and multi-group comparisons were performed. RESULTS Path analysis revealed that social norms and perceived friends' gaming frequency were positively associated to participants' gaming behaviors and PG. Additionally, different patterns between groups emerged. CONCLUSION Our findings confirmed the relative importance of peer influences on adolescents' gaming behaviors and PG and showed that adolescents who rely more on online gaming to cope with negative affect may be more vulnerable to social influence processes than other peers. These findings may provide useful indications for prevention programs targeting adolescent PG.
Collapse
Affiliation(s)
- Federica Angelini
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy.
| | - Erika Pivetta
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy.
| | - Claudia Marino
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy; Division of Psychology, School of Applied Sciences, London South Bank University, 103 Borough Road, London SE1 0AA, United Kingdom.
| | - Natale Canale
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy.
| | - Marcantonio M Spada
- Division of Psychology, School of Applied Sciences, London South Bank University, 103 Borough Road, London SE1 0AA, United Kingdom.
| | - Alessio Vieno
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy.
| |
Collapse
|
2
|
Ji Y, Yin MXC, Zhang AY, Wong DFK. Risk and protective factors of Internet gaming disorder among Chinese people: A meta-analysis. Aust N Z J Psychiatry 2022; 56:332-346. [PMID: 34250835 DOI: 10.1177/00048674211025703] [Citation(s) in RCA: 30] [Impact Index Per Article: 15.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
OBJECTIVES Effective prevention and intervention of Internet gaming disorder require the identification of risk and protective factors. This study aims to exhaustively review the risk and protective factors of Internet gaming disorder among Chinese people. METHOD We searched for articles published from database inception to February 2020 in MEDLINE, PsycINFO, Embase, PubMed, Web of Science and two Chinese databases, CNKI and Wanfang Data. Studies were included in the meta-analysis if they addressed Internet gaming disorder, sampled people in China, presented correlational factors of Internet gaming disorder and reported the effect sizes for correlations. Reviewers independently selected the studies, assessed their validity and extracted the data. Pooled Pearson's correlations were calculated using the random effects model. RESULT In the meta-analysis, 153 studies covering 115,975 subjects were included. We identified 56 risk factors and 28 protective factors. Most risk factors strongly correlated with Internet gaming disorder fell into the category of maladaptive cognitions and motivations. Other factors that showed high effect sizes fell into various categories, including psychopathological characteristics, personality traits, cognition emotion regulation style and gaming-related factors. The only protective factor strongly correlated with Internet gaming disorder was self-control. We found that the factors related to the 'environments' show modest effect sizes compared to those related to the individual. The pooled effect sizes for most factors were not influenced by outliers and publication bias. CONCLUSION Factors strongly correlated with Internet gaming disorder, especially maladaptive cognitions and motivations, are more likely to be proximal correlates of Internet gaming disorder and may be considered the focus of interventions. We encourage further empirical and experimental studies to examine the causal pathway and the treatment efficacy.
Collapse
Affiliation(s)
- Yinan Ji
- Department of Social Work and Social Administration, The University of Hong Kong, Hong Kong SAR, China
| | - Margaret Xi Can Yin
- Department of Social Work and Social Administration, The University of Hong Kong, Hong Kong SAR, China
| | - Anna Yan Zhang
- Department of Social Work and Social Administration, The University of Hong Kong, Hong Kong SAR, China
| | - Daniel Fu Keung Wong
- Department of Social Work and Social Administration, The University of Hong Kong, Hong Kong SAR, China
| |
Collapse
|
3
|
Marrero RJ, Fumero A, Voltes D, González M, Peñate W. Individual and Interpersonal Factors Associated with the Incidence, Persistence, and Remission of Internet Gaming Disorders Symptoms in an Adolescents Sample. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph182111638. [PMID: 34770150 PMCID: PMC8583291 DOI: 10.3390/ijerph182111638] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 09/19/2021] [Revised: 11/02/2021] [Accepted: 11/02/2021] [Indexed: 12/14/2022]
Abstract
Video game playing behavior has serious consequences for adolescents on a personal, family, social, and academic level. This research aimed to examine risk and protective factors involving incidence, persistence, and remission of gaming disorders symptoms (IGDs) in Spanish adolescents after nine months of follow-up. Data were drawn from self-administered questionnaires completed on two occasions: at the beginning (T1) and end of the academic year (T2). A total of 950 adolescents aged from 11 to 20 years (M = 14, SD = 1.52, 48.5% female) completed the questionnaire at T1, while 550 adolescents aged from 11 to 18 years (M = 13.43, SD = 1.23, 48.9% female) took part in the follow-up study (T2). The incidence, persistence, and remission rates were 6%, 2.7%, and 4.2%, respectively. Significant relationships with IGDs were found between the male gender and studying at a private school in T1 and T2. The findings show that the time spent playing video games during T1 was positively associated with IGDs in T1 and T2. The incidence of IGDs was associated with emotional problems and low family affection. The persistence of IGDs was linked to higher motor impulsivity, agreeableness, and lower family resolve. Remission was related to a decrease in anxiety and hostility as well as an increase in the emotional stability of adolescents. These findings imply that emotional well-being and family adjustment could be relevant for the effective management of gaming behaviors.
Collapse
|
4
|
Uçur Ö, Dönmez YE. Problematic internet gaming in adolescents, and its relationship with emotional regulation and perceived social support. Psychiatry Res 2021; 296:113678. [PMID: 33412424 DOI: 10.1016/j.psychres.2020.113678] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/25/2020] [Accepted: 12/22/2020] [Indexed: 11/19/2022]
Abstract
Technological developments and the increased use of the internet have created some risks for adolescents, including problematic internet gaming (PIG). The aim of this study is to investigate the role of age, gender, emotional dysregulation and perceived social support in PIG. The study was conducted with 1,291 adolescents. Participants completed the game addiction scale (GAS), difficulties in emotion regulation scale (DERS), and multidimensional scale of perceived social support (MSPSS) under the observation of their teachers. According to the results of the GAS, participants were divided into two groups: those with PIG and those without PIG. The effect of age, gender, DERS scores, and MSPSS scores on PIG was investigated using stepwise logistic regression analysis. The mean age of participants was 14.7 years and the frequency of PIG was 13.5% (n = 144). The frequency of PIG was significantly higher in males than in females. The results showed that male gender, high emotional dysregulation and low perceived social support were significantly associated with PIG. The present study indicate that PIG is highly observed in adolescents, especially in males, and as in other behavioral addictions, emotional dysregulation and perceived social support can play an important role in PIG.
Collapse
Affiliation(s)
- Ömer Uçur
- Department of Child and Adolescent Psychiatry, Malatya Training and Research Hospital, Malatya/Turkey.
| | - Yunus Emre Dönmez
- Department of Child and Adolescent Psychiatry, Inonu University, Malatya/Turkey
| |
Collapse
|
5
|
León-Jariego JC, Parrado-González A, Ojea-Rodríguez FJ. Behavioral Intention to Gamble Among Adolescents: Differences Between Gamblers and Non-gamblers-Prevention Recommendations. J Gambl Stud 2020; 36:555-572. [PMID: 31673929 DOI: 10.1007/s10899-019-09904-6] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/25/2022]
Abstract
Gambling is a rapidly growing phenomenon among adolescents associated with negative psychosocial effects. To prevent this public health problem, it is necessary to identify the factors that cause and maintain adolescent gambling. Based on the theory of planned behavior (TPB), structural equation models were used in a sample of 1174 adolescents (aged 12-20 years) to study the effect of attitudes, subjective norms and self-efficacy on gambling intention in adolescent gamblers (n = 432) and non-gamblers (n = 742). Measurement invariance was assessed and then structural model was tested separately in gamblers and non-gamblers. The influence of past gambling experience on the TPB model was also studied through multigroup analysis. All models showed adequate fit to the data. The relationships between attitudes and self-efficacy with gambling intention were significantly stronger in gamblers subsample. These results confirmed that gambling experience increases the predictive ability of the TPB model in gamblers. TPB independent variables explained 16.2% of variance of gambling intention in non-gamblers and 32.4% in gamblers. Subsequently, the TPB model for gamblers explained 19% of variance of gambling frequency. In this last model, gambling intention partially mediates the influence of self-efficacy on gambling behavior. The subjective norm was the variable with the greatest effect on gambling intention in non-gamblers, while self-efficacy to control gambling was the exogenous variable with greatest effect on gambling frequency. The findings suggest the possibility of specific gambling prevention in adolescent gamblers and non-gamblers.
Collapse
Affiliation(s)
- José C León-Jariego
- Department of Social, Developmental and Educational Psychology, Faculty of Education, Psychology and Sports Science, University of Huelva, Avda. de las Fuerzas Armadas, s/n, 21071, Huelva, Spain.
| | - Alberto Parrado-González
- Department of Social, Developmental and Educational Psychology, Faculty of Education, Psychology and Sports Science, University of Huelva, Avda. de las Fuerzas Armadas, s/n, 21071, Huelva, Spain
| | - Francisco J Ojea-Rodríguez
- Department of Social, Developmental and Educational Psychology, Faculty of Education, Psychology and Sports Science, University of Huelva, Avda. de las Fuerzas Armadas, s/n, 21071, Huelva, Spain
| |
Collapse
|
6
|
Stevens C, Zhang E, Cherkerzian S, Chen JA, Liu CH. Problematic internet use/computer gaming among US college students: Prevalence and correlates with mental health symptoms. Depress Anxiety 2020; 37:1127-1136. [PMID: 32939888 PMCID: PMC8635392 DOI: 10.1002/da.23094] [Citation(s) in RCA: 26] [Impact Index Per Article: 6.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/24/2020] [Revised: 08/11/2020] [Accepted: 08/20/2020] [Indexed: 01/12/2023] Open
Abstract
BACKGROUND Despite widespread internet use and computer gaming, as well as concerns about online addiction, little is known regarding the relationship between problematic internet use/computer gaming and mental health (MH) symptomatology among US college students. To address this gap, the present study examines a large, nation-wide sample of US college students to assess the rate of problematic internet use/computer gaming and its association with MH symptoms. METHODS Using data from 43,003 undergraduates participating in the 2017 American College Health Association-National College Health Assessment, we examined rates of problematic internet use/computer gaming, defined as self-reported internet use/computer gaming that negatively affected academic performance. Logistic regression using a generalized estimating equations approach to adjust for clustering by school examined whether rates of MH symptomatology differed among students who reported problematic versus nonproblematic internet use and computer gaming. RESULTS Ten percent of students reported problematic internet use/computer gaming that had negatively impacted academic performance. Adjusting for a range of covariates, students reporting problematic internet use/computer gaming had higher rates of all 11 MH indicators examined, with odds ratios ranging from 1.42 ("ever attempted suicide") to 3.90 ("ever felt overwhelmed by all you had to do"). CONCLUSIONS Problematic internet use/computer gaming is reported by 10% of undergraduate students and represents a significant correlate of MH symptomatology. These findings suggest that problematic internet use/computer gaming will be an important public health focus for college campuses.
Collapse
Affiliation(s)
| | - Emily Zhang
- Department of Pediatric Newborn Medicine, Brigham and Women’s Hospital, Boston, MA
| | - Sara Cherkerzian
- Department of Pediatric Newborn Medicine, Brigham and Women’s Hospital, Boston, MA,Harvard Medical School, Boston, MA
| | - Justin A. Chen
- Department of Psychiatry, Massachusetts General Hospital, Boston, MA,Harvard Medical School, Boston, MA
| | - Cindy H. Liu
- Department of Pediatric Newborn Medicine & Psychiatry, Brigham and Women’s Hospital, Boston, MA,Harvard Medical School, Boston, MA
| |
Collapse
|
7
|
|
8
|
Dahl D, Bergmark KH. Problematic internet use: A scoping review – longitudinal research on a contemporary social problem, 2006–2017. NORDIC STUDIES ON ALCOHOL AND DRUGS 2020; 37:497-525. [PMID: 35308651 PMCID: PMC8899278 DOI: 10.1177/1455072520941997] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/30/2019] [Accepted: 06/04/2020] [Indexed: 11/16/2022] Open
Abstract
Background and aims: Problematic internet use (PIU), and kindred concepts such as internet addiction (IA), make up a growing research field, partly due to the suggested inclusion of internet gaming disorder in a future DSM-6 as well as the fact that gaming disorder is on its way to being included in the ICD-11. Conclusions from research are far from unified. This study aims to synthesise the research field of problematic internet use/internet addiction/gaming disorder, with a focus on the reporting of prevalence and change. Methods: Longitudinal studies of PIU/IA formed the basis for a scoping review. Systematic searches of Web of Science, Scopus and Proquest, for peer-reviewed and published articles based on empirical data collected at a minimum of two time points for studies, and with an end point set at 2017, led to the inclusion of 97 studies. Endnote X7 was used to organise the results and NVivo 11 was used for synthesising the results. Results: Analyses focused on prevalence and change. Findings show variation among measures and prevalence as well as in reported outcomes relating to social life and other problems. Most studies reported relations between PIU/IA and other problems in life, but no specific time order could be established. Furthermore, many studies did not present data on prevalence or change even though using a longitudinal survey design. Discussion and conclusions: In summary, the research field is plagued by a lack of consensus and common understanding, regarding both measures, perceptions of the problem, and findings.
Collapse
|
9
|
King DL, Russell AM, Delfabbro PH, Polisena D. Fortnite microtransaction spending was associated with peers' purchasing behaviors but not gaming disorder symptoms. Addict Behav 2020; 104:106311. [PMID: 31978759 DOI: 10.1016/j.addbeh.2020.106311] [Citation(s) in RCA: 22] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/02/2019] [Revised: 12/20/2019] [Accepted: 01/09/2020] [Indexed: 12/24/2022]
Abstract
Monetized video games have received academic and regulatory scrutiny following concerns that these products may foster addiction-like behaviors, including compulsive spending. Previous studies have reported that individuals with markedly higher in-game financial expenditure are more likely to endorse symptoms of addictive behavior (i.e., gaming or gambling disorder). The present study recruited 428 adult Fortnite players from online forums and investigated gaming motivations and behaviors, as well as online social network influences, in relation to microtransaction spending and gaming disorder (GD) symptoms. The results showed that microtransaction spending was predicted by social influences (i.e., the frequency of spending by the participants' closest friend who spends money on Fortnite), greater accessibility to Fortnite across multiple devices, and having a higher in-game level. Spenders reported stronger motivation to acquire in-game rewards and were more likely to perceive game items as representing good value for money. Higher spenders were older and reported using more payment methods, having a close friend who pays for Fortnite more often, and spent more hours playing Fortnite. Problematic gaming was associated with trait impulsivity, weekly time spent playing the game, and the perception that reducing time spent playing would diminish one's sense of self-worth. Fortnite loot box spending was not associated with GD symptoms. These data suggest that different implementations of in-game monetization schemes may have different risk potential for consumers across games.
Collapse
|
10
|
Abstract
Internet gaming disorder (IGD) was included in the Addendum to DSM-5 as a condition for further study. Studies of community samples using a diagnostic interview are lacking, and evaluations of the proposed symptoms, comorbidities, and predictors of IGD are scarce. To provide such information participants in a Norwegian prospective community study were assessed with a clinical interview at age 10 years. Symptoms of other psychiatric disorders were measured with the Child and Adolescent Psychiatric Assessment at ages 8 and 10 (n = 740). Children, parents, and teachers provided information on demographics, temperament, intelligence, executive functions, self-concept, social skills, victimization, emotion regulation, family climate, and parenting. Results indicated that IGD was present in 1.7% (95% confidence interval, 0.7–2.7) of the participants (3.0% boys and 0.5% girls). Factor analysis revealed two factors: heavy involvement and negative consequences. The positive predictive value of withdrawal, tolerance, and unsuccessful attempts to control gaming symptoms to the disorder was low. Symptoms of other common disorders correlated weakly with IGD-symptoms (i.e., from r = 0.07 to r = 0.15). Upon adjusting for gender and gaming at age 8, only limited social and emotion regulation skills at age 8 predicted more age-10 IGD symptoms. In conclusion, IGD is already present in a small percentage of Norwegian 10-year olds. At least three of the proposed symptoms -- withdrawal, tolerance and unsuccessful attempts to control gaming -- merit further study given their weak associations with the disorder. Symptoms of IGD are only marginally associated with symptoms of other psychiatric disorders and only predicted by social skills and emotion regulation deficits.
Collapse
|
11
|
Bassiouni DH, Hackley C, Meshreki H. The integration of video games in family-life dynamics. INFORMATION TECHNOLOGY & PEOPLE 2019. [DOI: 10.1108/itp-11-2017-0375] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Purpose
Empirical studies using the technology acceptance model (TAM) have mainly focussed on utilitarian technologies. The purpose of this paper is to extend the TAM in order to develop a more nuanced understanding of the family dynamic around video game acceptance within households.
Design/methodology/approach
This paper proposes a new and unique adaptation of the TAM to study the acceptance of hedonic technologies in the context of parents’/carers’ acceptance and integration of video games within family-life dynamics. This adaptation of the TAM attempts to shed light on the social influences and intrinsic motivations behind parents’ and carers’ intentions to purchase video games for their children’s consumption.
Findings
The usefulness of video games lies in how enjoyable and entertaining they are, and this seems to be influenced by the convenience and ease of use that ultimately affects the behavioural intention towards video games. Convenience of use brings in social influences on perceived enjoyment and on parents’ actual behaviour towards video games. Some social influences seem to play a direct role in affecting children’s behaviour towards video games.
Research limitations/implications
The authors acknowledge that using Facebook as a tool for data collection has limitations attributed to selection bias. Another limitation is not giving voice to the children to account for their own subjective experience of video games and relying on their parents’ perceptions on the matter.
Social implications
This study advocated extending TAM within a hedonic framework in the context of examining parents’/carers’ acceptance of video games, while re-validating past theories of TAM and introducing new contextual variables adapted to address hedonic technologies.
Originality/value
Empirical studies using TAM have focussed on the utilitarian nature of technologies and very few considered hedonic technologies. This study’s key contribution to research lies in explaining the effects of parents’ perceived enjoyment, ease of use and convenience on the intention to purchase and play video games. The findings feed into work on the ethics and developmental issues around the marketing of video games to and for children.
Collapse
|
12
|
Moudiab S, Spada MM. The relative contribution of motives and maladaptive cognitions to levels of Internet Gaming Disorder. Addict Behav Rep 2019; 9:100160. [PMID: 30705935 PMCID: PMC6348280 DOI: 10.1016/j.abrep.2019.100160] [Citation(s) in RCA: 30] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/08/2018] [Revised: 12/20/2018] [Accepted: 01/11/2019] [Indexed: 12/28/2022] Open
Abstract
This study aimed at determining whether motives and/or maladaptive cognitions would predict levels of Internet Gaming Disorder independently of negative affect and problematic Internet use. Seventy-nine Internet gamers completed the following questionnaires: Ten-Item Internet Gaming Disorder Test, Problematic Internet Use Questionnaire Short Form, Depression Anxiety and Stress Scale 21, Motives for Online Gaming Questionnaire, and Maladaptive Gaming-Related Cognitions Scale. Results showed that all variables were positively and significantly correlated with levels of Internet Gaming Disorder with the exception of motives relating to recreation. Furthermore, a hierarchical linear regression analysis showed that motives relating to coping and skills development and maladaptive cognitions relating to overvaluing of game rewards were the only significant predictors of levels of Internet Gaming Disorder when controlling for negative affect and problematic Internet use. The implications of these findings are discussed. Motives and maladaptive cognitions predict levels of IGD. Motives relating to coping skills development and maladaptive cognitions relating to overvaluing game rewards were the strongest predictors of IGD. Findings were independent of negative affect and problematic Internet use.
Collapse
Affiliation(s)
- Socayna Moudiab
- Division of Psychology, School of Applied Sciences, London South Bank University, London, UK
| | - Marcantonio M Spada
- Division of Psychology, School of Applied Sciences, London South Bank University, London, UK
| |
Collapse
|
13
|
Hsieh KY, Hsiao RC, Yang YH, Liu TL, Yen CF. Predictive Effects of Sex, Age, Depression, and Problematic Behaviors on the Incidence and Remission of Internet Addiction in College Students: A Prospective Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2018; 15:ijerph15122861. [PMID: 30558175 PMCID: PMC6313481 DOI: 10.3390/ijerph15122861] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 10/13/2018] [Revised: 11/25/2018] [Accepted: 12/11/2018] [Indexed: 01/23/2023]
Abstract
The aim of the study was to determine the predictive effects of sex, age, depression, and problematic behaviors on the incidence and remission of internet addiction (IA) in college students over a one-year follow-up. A total of 500 college students (262 women and 238 men) were recruited. The predictive effects of sex, age, severity of depression, self-harm/suicidal behaviors, eating problems, risk-taking behaviors, substance use, aggression, and uncontrollable sexual encounters on the incidence and remission of IA over a one-year follow-up were examined. The one-year incidence and remission rates for IA were 7.5% and 46.4%, respectively. Severity of depression, self-harm and suicidal behaviors, and uncontrollable sexual encounters at the initial investigation predicted the incidence of IA in a univariate analysis, whereas only severity of depression predicted the incidence of IA in a multivariable logistic regression (p = 0.015, odds ratio = 1.105, 95% confidence intervals: 1.021–1.196). A relatively young age predicted the remission of IA. Depression and young age predicted the incidence and remission, respectively, of IA in college students in the one-year follow-up.
Collapse
Affiliation(s)
- Kuan-Ying Hsieh
- Department of Child and Adolescent Psychiatry, Kaohsiung Municipal Kai-Syuan Psychiatric Hospital, Kaohsiung 80276, Taiwan.
- Graduate Institute of Medicine, College of Medicine, Kaohsiung Medical University, Kaohsiung 80708, Taiwan.
| | - Ray C Hsiao
- Department of Psychiatry and Behavioral Sciences, University of Washington School of Medicine, Seattle, WA 98195, USA.
- Department of Psychiatry, Children's Hospital and Regional Medical Center, Seattle, WA 98101, USA.
| | - Yi-Hsin Yang
- Graduate Institute of Medicine, College of Medicine, Kaohsiung Medical University, Kaohsiung 80708, Taiwan.
- School of Pharmacy, Kaohsiung Medical University, Kaohsiung 80708, Taiwan.
| | - Tai-Ling Liu
- Graduate Institute of Medicine, College of Medicine, Kaohsiung Medical University, Kaohsiung 80708, Taiwan.
- Department of Psychiatry, Kaohsiung Medical University Hospital, Kaohsiung 80708, Taiwan.
| | - Cheng-Fang Yen
- Graduate Institute of Medicine, College of Medicine, Kaohsiung Medical University, Kaohsiung 80708, Taiwan.
- Department of Psychiatry, Kaohsiung Medical University Hospital, Kaohsiung 80708, Taiwan.
| |
Collapse
|
14
|
Tang C, Wu A, Yan E, Ko J, Kwon J, Yogo M, Gan Y, Koh Y. Relative risks of Internet-related addictions and mood disturbances among college students: a 7-country/region comparison. Public Health 2018; 165:16-25. [DOI: 10.1016/j.puhe.2018.09.010] [Citation(s) in RCA: 20] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/04/2018] [Revised: 07/19/2018] [Accepted: 09/11/2018] [Indexed: 12/17/2022]
|
15
|
Lau JTF, Wu AMS, Cheng KM, Tse VWS, Lau MMC, Yang X. Prevalence and factors of self-corrective intention among Hong Kong secondary school students who are self-assessed Internet addiction cases. Child Adolesc Ment Health 2018; 23:155-163. [PMID: 32677295 DOI: 10.1111/camh.12219] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 01/19/2017] [Indexed: 10/19/2022]
Abstract
BACKGROUND Adolescent Internet addiction (IA) is prevalent. No study, however, has applied the health belief model (HBM) to investigate issues on IA nor investigated factors associated with intention to correct one's perceived IA problem (self-corrective intention). Such information facilitates design of related interventions, which are warranted. METHODS This cross-sectional study surveyed 9,618 Chinese secondary school students in Hong Kong; 4,111 (42.7%) self-assessed that they had IA (self-assessed IA cases); 1,145 of these self-assessed IA cases (27.9%) were also classified as IA cases (concordant IA cases), as their Chen Internet Addiction Scale score exceeded 63. RESULTS The prevalence of self-corrective intention among these two subsamples was only 28.2% and 34.1%, respectively. In the self-assessed IA subsample, the HBM constructs including perceived susceptibility to IA [adjusted odds ratio (ORa) = 1.24, 95% CI = 1.16, 1.34], perceived severity of IA (ORa = 2.28, 95% CI = 2.09, 2.48), perceived benefits for reducing Internet use (ORa = 1.21, 95% CI = 1.18, 1.24), self-efficacy to reduce Internet use (ORa = 1.07, 95% CI = 1.03, 1.11), and cues to action to reduce Internet use (ORa = 1.15, 95% CI = 1.11, 1.20) were positively, while perceived barriers for reducing Internet use (ORa = 0.95, 95% CI = 0.94, 0.97) were negatively, associated with self-corrective intention. Similar factors were identified in the concordant IA subsample. CONCLUSIONS A large proportion of the students perceived that they had IA but only about one-third intended to correct the problem. Future interventions may consider altering students' HBM constructs, and focus on the segment of concordant IA with self-corrective intention, as they show readiness for changes.
Collapse
Affiliation(s)
- Joseph T F Lau
- Centre for Health Behaviours Research, JC School of Public Health and Primary Care, Faculty of Medicine, The Chinese University of Hong Kong, China.,Shenzhen Research Institute, The Chinese University of Hong Kong, Shenzhen, China
| | - Anise M S Wu
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China
| | - Kit-Man Cheng
- Centre for Health Behaviours Research, JC School of Public Health and Primary Care, Faculty of Medicine, The Chinese University of Hong Kong, China
| | - Vincent W S Tse
- Department of Educational Psychology, The Chinese University of Hong Kong, Hong Kong, China
| | - Mason M C Lau
- Centre for Health Behaviours Research, JC School of Public Health and Primary Care, Faculty of Medicine, The Chinese University of Hong Kong, China
| | - Xueying Yang
- Centre for Health Behaviours Research, JC School of Public Health and Primary Care, Faculty of Medicine, The Chinese University of Hong Kong, China
| |
Collapse
|
16
|
Paulus FW, Ohmann S, von Gontard A, Popow C. Internet gaming disorder in children and adolescents: a systematic review. Dev Med Child Neurol 2018; 60:645-659. [PMID: 29633243 DOI: 10.1111/dmcn.13754] [Citation(s) in RCA: 241] [Impact Index Per Article: 40.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 02/02/2018] [Indexed: 02/02/2023]
Abstract
AIM Internet gaming disorder (IGD) is a serious disorder leading to and maintaining pertinent personal and social impairment. IGD has to be considered in view of heterogeneous and incomplete concepts. We therefore reviewed the scientific literature on IGD to provide an overview focusing on definitions, symptoms, prevalence, and aetiology. METHOD We systematically reviewed the databases ERIC, PsyARTICLES, PsycINFO, PSYNDEX, and PubMed for the period January 1991 to August 2016, and additionally identified secondary references. RESULTS The proposed definition in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition provides a good starting point for diagnosing IGD but entails some disadvantages. Developing IGD requires several interacting internal factors such as deficient self, mood and reward regulation, problems of decision-making, and external factors such as deficient family background and social skills. In addition, specific game-related factors may promote IGD. Summarizing aetiological knowledge, we suggest an integrated model of IGD elucidating the interplay of internal and external factors. INTERPRETATION So far, the concept of IGD and the pathways leading to it are not entirely clear. In particular, long-term follow-up studies are missing. IGD should be understood as an endangering disorder with a complex psychosocial background. WHAT THIS PAPER ADDS In representative samples of children and adolescents, on average, 2% are affected by Internet gaming disorder (IGD). The mean prevalences (overall, clinical samples included) reach 5.5%. Definitions are heterogeneous and the relationship with substance-related addictions is inconsistent. Many aetiological factors are related to the development and maintenance of IGD. This review presents an integrated model of IGD, delineating the interplay of these factors.
Collapse
Affiliation(s)
- Frank W Paulus
- Department of Child and Adolescent Psychiatry, Saarland University Hospital, Homburg, Germany
| | - Susanne Ohmann
- Department of Child and Adolescent Psychiatry, Medical University of Vienna, Vienna, Austria
| | - Alexander von Gontard
- Department of Child and Adolescent Psychiatry, Saarland University Hospital, Homburg, Germany
| | - Christian Popow
- Department of Child and Adolescent Psychiatry, Medical University of Vienna, Vienna, Austria
| |
Collapse
|
17
|
Yao J, Cao X. The balancing mechanism of social networking overuse and rational usage. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2017.04.055] [Citation(s) in RCA: 41] [Impact Index Per Article: 5.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/22/2023]
|
18
|
Saunders JB, Hao W, Long J, King DL, Mann K, Fauth-Bühler M, Rumpf HJ, Bowden-Jones H, Rahimi-Movaghar A, Chung T, Chan E, Bahar N, Achab S, Lee HK, Potenza M, Petry N, Spritzer D, Ambekar A, Derevensky J, Griffiths MD, Pontes HM, Kuss D, Higuchi S, Mihara S, Assangangkornchai S, Sharma M, Kashef AE, Ip P, Farrell M, Scafato E, Carragher N, Poznyak V. Gaming disorder: Its delineation as an important condition for diagnosis, management, and prevention. J Behav Addict 2017; 6:271-279. [PMID: 28816494 PMCID: PMC5700714 DOI: 10.1556/2006.6.2017.039] [Citation(s) in RCA: 224] [Impact Index Per Article: 32.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/17/2023] Open
Abstract
Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%-15% among young people in several Asian countries and of 1%-10% in their counterparts in some Western countries. Several diseases related to excessive gaming are now recognized, and clinics are being established to respond to individual, family, and community concerns, but many cases remain hidden. Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated. Governments and health agencies worldwide are seeking for the effects of online gaming to be addressed, and for preventive approaches to be developed. Central to this effort is a need to delineate the nature of the problem, which is the purpose of the definitions in the draft of ICD-11.
Collapse
Affiliation(s)
- John B. Saunders
- Centre for Youth Substance Abuse Research, The University of Queensland, Brisbane, QLD, Australia,Corresponding author: John B. Saunders; Centre for Youth Substance Abuse Research, The University of Queensland, 1 Macquarie Street, Sydney, NSW 2000, Australia; Phone: +61 2 9252 0959; E-mail:
| | - Wei Hao
- Mental Health Institute of the Second Xiangya Hospital, Central South University, Changsha, Hunan, China
| | - Jiang Long
- Mental Health Institute of the Second Xiangya Hospital, Central South University, Changsha, Hunan, China
| | - Daniel L. King
- School of Psychology, The University of Adelaide, Adelaide, SA, Australia
| | - Karl Mann
- Central Institute of Mental Health, University of Heidelberg, Mannheim, Germany
| | - Mira Fauth-Bühler
- Central Institute of Mental Health, University of Heidelberg, Mannheim, Germany
| | - Hans-Jürgen Rumpf
- Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
| | - Henrietta Bowden-Jones
- Central North West London NHS Trust and Division of Brain Science, Imperial College London, London, UK
| | - Afarin Rahimi-Movaghar
- Iranian National Center for Addiction Studies (INCAS), Tehran University of Medical Sciences, Tehran, Iran
| | | | - Elda Chan
- Integrated Centre on Addiction Prevention and Treatment, Tung Wah Group of Hospitals, Hong Kong SAR, China
| | - Norharlina Bahar
- Department of Psychiatry and Mental Health, Hospital Selayang, Selangor, Malaysia
| | - Sophia Achab
- Mental Health and Psychiatry Department, University Hospitals of Geneva, Geneva, Switzerland
| | - Hae Kook Lee
- Department of Psychiatry, College of Medicine, The Catholic University of Korea, Seoul, South Korea
| | - Marc Potenza
- Departments of Psychiatry and Neuroscience, Child Study Center, and The National Center on Addiction and Substance Abuse, Yale University School of Medicine, and Connecticut Mental Health Center, New Haven, CT, USA
| | - Nancy Petry
- Department of Psychiatry, University of Connecticut School of Medicine, Farmington, CT, USA
| | - Daniel Spritzer
- Study Group on Technological Addictions, Porto Alegre, Brazil
| | - Atul Ambekar
- Department of Psychiatry, National Drug Dependence Treatment Centre, All India Institute of Medical Sciences, New Delhi, India
| | - Jeffrey Derevensky
- Applied Child Psychology and Department of Psychiatry, McGill University, Montreal, QC, Canada
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Halley M. Pontes
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Daria Kuss
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Susumu Higuchi
- National Hospital Organization Kurihama Medical and Addiction Center, Yokosuka, Kanagawa, Japan
| | - Satoko Mihara
- National Hospital Organization Kurihama Medical and Addiction Center, Yokosuka, Kanagawa, Japan
| | - Sawitri Assangangkornchai
- Epidemiology Unit and Centre for Alcohol Studies, Faculty of Medicine, Prince of Songkla University, Hat Yai, Songkhla, Thailand
| | - Manoj Sharma
- National Institute of Mental Health and Neurosciences, Bengaluru, Karnataka, India
| | - Ahmad El Kashef
- National Rehabilitation Center, Abu Dhabi, United Arab Emirates
| | - Patrick Ip
- Department of Paediatrics & Adolescent Medicine, Li Ka Shing Faculty of Medicine, The University of Hong Kong, Hong Kong, China
| | - Michael Farrell
- National Drug and Alcohol Research Centre, University of New South Wales, Randwick, NSW, Australia
| | - Emanuele Scafato
- National Observatory on Alcohol, National Institute of Health, Rome, Italy
| | - Natacha Carragher
- Department of Mental Health and Substance Abuse, WHO Headquarters, Geneva, Switzerland
| | - Vladimir Poznyak
- Department of Mental Health and Substance Abuse, WHO Headquarters, Geneva, Switzerland
| |
Collapse
|
19
|
Mihara S, Higuchi S. Cross-sectional and longitudinal epidemiological studies of Internet gaming disorder: A systematic review of the literature. Psychiatry Clin Neurosci 2017; 71:425-444. [PMID: 28436212 DOI: 10.1111/pcn.12532] [Citation(s) in RCA: 306] [Impact Index Per Article: 43.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/01/2017] [Revised: 04/13/2017] [Accepted: 04/16/2017] [Indexed: 12/16/2022]
Abstract
AIM The diagnostic criteria of Internet gaming disorder (IGD) have been included in section III of DSM-5. This study aims to systematically review both cross-sectional and longitudinal epidemiological studies of IGD. METHODS All publications included in PubMed and PsychINFO up to May 2016 were systematically searched to identify cross-sectional studies on prevalence and longitudinal studies of IGD. In the process of identification, articles in non-English languages and studies focusing solely on the use of gaming were excluded, and those meeting the methodological requirements set by this review were included. As a result, 37 cross-sectional and 13 longitudinal studies were selected for review. RESULTS The prevalence of IGD in the total samples ranged from 0.7% to 27.5%. The prevalence was higher among males than females in the vast majority of studies and tended to be higher among younger rather than older people in some studies. Geographical region made little difference to prevalence. Factors associated with IGD were reported in 28 of 37 cross-sectional studies. These were diverse and covered gaming, demographic and familial factors, interpersonal relations, social and school functioning, personality, psychiatric comorbidity, and physical health conditions. Longitudinal studies identified risk and protective factors, and health and social consequences of IGD. The natural course of IGD was diverse but tended to be more stable among adolescents compared to adults. CONCLUSION Although existing epidemiological studies have provided useful data, differences in methodologies make it difficult to compare the findings of these studies when drawing consensus. Future international studies using reliable and uniform methods are warranted.
Collapse
Affiliation(s)
- Satoko Mihara
- Department of Psychiatry, National Hospital Organization Kurihama Medical and Addiction Center, Yokosuka, Japan
| | - Susumu Higuchi
- Department of Psychiatry, National Hospital Organization Kurihama Medical and Addiction Center, Yokosuka, Japan
| |
Collapse
|
20
|
Stavropoulos V, Gomez R, Steen E, Beard C, Liew L, Griffiths MD. The longitudinal association between anxiety and Internet addiction in adolescence: The moderating effect of classroom extraversion. J Behav Addict 2017; 6:237-247. [PMID: 28517956 PMCID: PMC5520123 DOI: 10.1556/2006.6.2017.026] [Citation(s) in RCA: 54] [Impact Index Per Article: 7.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/03/2022] Open
Abstract
Background and aims The risk effect of anxiety on addictive behaviors, including Internet addiction (IA), has repeatedly been highlighted in the international literature. However, there is a lack of longitudinal studies examining this association in relation to proximal context effects, particularly in adolescence. Such findings would shed light on potential age- and proximal context-related variations in the anxiety-IA association that could better inform IA prevention and intervention initiatives. Methods In this study, 648 adolescents, embedded in 34 classrooms, were assessed at the age of 16 and again at the age of 18 to examine the effect of anxiety on IA behaviors in relation to the average level of classroom extraversion. IA was assessed with the Internet Addiction Test (Young, 1998), anxiety with the relevant subscale of the Symptom Checklist 90 - Revised (Derogatis & Savitz, 1999) and classroom extraversion with the synonymous subscale of the Five Factor Questionnaire (Asendorpf & van Aken, 2003). A three-level hierarchical linear model was calculated. Results The present findings demonstrated that: (a) higher levels of anxiety were significantly associated with higher IA behaviors, (b) the strength of this association did not vary over time (between 16 and 18 years old), and (c) however, it tended to weaken within classrooms higher in extraversion. Discussion This study indicated that the contribution of individual IA risk factors might differently unfold within different contexts.
Collapse
Affiliation(s)
- Vasileios Stavropoulos
- Department of Psychology, University of Athens, Athens, Greece,Department of Psychology, Federation University Australia, Ballarat, VIC, Australia,Corresponding author: Vasileios Stavropoulos; School of Health Sciences and Psychology, Faculty of Health, Federation University Australia, Office H206, Building H, Mt Helen Campus, PO Box 663, Ballarat, VIC 3353, Australia; Phone: +61 0450903687; Fax: +61 353279018; E-mail:
| | - Rapson Gomez
- Department of Psychology, Federation University Australia, Ballarat, VIC, Australia
| | - Eloisa Steen
- Department of Psychology, Flinders University, Adelaide, SA, Australia
| | - Charlotte Beard
- Department of Psychology, Palo Alto University, Palo Alto, CA, USA
| | - Lucas Liew
- Department of Psychology, Federation University Australia, Ballarat, VIC, Australia
| | - Mark D. Griffiths
- International Gaming Unit, Psychology Division, Nottingham Trent University, Nottingham, UK
| |
Collapse
|
21
|
Abstract
Based on their analysis of Internet gaming disorder (IGD) criteria, Kuss, Griffiths, and Pontes (2017) come to the conclusion that the current situation can be described as "chaos and confusion." Their assessment is not an exaggeration. It can be argued that there are even more issues, on logical/definitional and political/social levels: (a) the IGD diagnosis is lacking a well-defined object, (b) the cause and effect cannot be differentiated outside lab conditions, (c) the social and political effects of declaring a social behavior as a disease are worrying, and (d) a rushed diagnosis may construct an addiction with potentially harmful effects on (formerly) healthy populations. Instead of closing the debate by declaring a consensus and codifying IGD in the DSM, an undogmatic, intensified, and broader discussion is needed.
Collapse
Affiliation(s)
- Thorsten Quandt
- Department of Communication, University of Münster, Münster, Germany,Corresponding address: Prof. Dr. Thorsten Quandt; Department of Communication, University of Münster, Bispinghof 9-14, 48143 Münster, Germany; Phone: +49 251/8323002; Fax: +49 251/8321310; E-mail:
| |
Collapse
|
22
|
Jiang Z, Zhao X. Brain behavioral systems, self-control and problematic mobile phone use: The moderating role of gender and history of use. PERSONALITY AND INDIVIDUAL DIFFERENCES 2017. [DOI: 10.1016/j.paid.2016.10.036] [Citation(s) in RCA: 21] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
|
23
|
Forrest CJ, King DL, Delfabbro PH. Maladaptive cognitions predict changes in problematic gaming in highly-engaged adults: A 12-month longitudinal study. Addict Behav 2017; 65:125-130. [PMID: 27816037 DOI: 10.1016/j.addbeh.2016.10.013] [Citation(s) in RCA: 27] [Impact Index Per Article: 3.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/16/2015] [Revised: 10/17/2016] [Accepted: 10/21/2016] [Indexed: 12/16/2022]
Abstract
Understanding the role of maladaptive gaming-related cognitions may assist in screening and interventions for problematic gaming, including Internet gaming disorder (IGD). Cognitive-behavioural interventions that target specific cognitions related to gaming may be more effective than more general approaches that focus only on preoccupation with games. Although past research has identified cross-sectional associations between maladaptive cognitions and problematic gaming, it is less clear whether these cognitions can predict future changes in problematic gaming behaviour. The present study employed an 18-item measure of gaming cognition, assessing perfectionism, cognitive salience, regret, and behavioural salience, to investigate potential changes in problematic gaming over a 12-month period. The sample included 465 Australian adults (84% male, Mage=26.2years). It was found that individuals who became problematic gamers over 12months had higher baseline scores on perfectionism (d=1.20), cognitive salience (d=0.74) and regret (d=0.69) than those who remained non-problematic gamers. Problematic gamers who became non-problematic gamers had lower baseline perfectionism scores (d=0.62) than those who remained problematic gamers. Cognitive change accounted for an additional 28% of variance in problematic gaming scores beyond gender, age, and frequency of gaming. These findings suggest that maladaptive gaming-related cognitions could be screened in clinical trials to aid in case formulation and inform decisions on needed interventions to deliver optimal client outcomes.
Collapse
|
24
|
Anderson EL, Steen E, Stavropoulos V. Internet use and Problematic Internet Use: a systematic review of longitudinal research trends in adolescence and emergent adulthood. INTERNATIONAL JOURNAL OF ADOLESCENCE AND YOUTH 2016. [DOI: 10.1080/02673843.2016.1227716] [Citation(s) in RCA: 121] [Impact Index Per Article: 15.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/20/2022] Open
Affiliation(s)
- Emma Louise Anderson
- School of Health, Science and Psychology, Federation University Australia, Ballarat, Australia
| | - Eloisa Steen
- School of Psychology, Social Work and Social Policy, University of South Australia, Ballarat, Australia
| | - Vasileios Stavropoulos
- School of Health, Science and Psychology, Federation University Australia, Ballarat, Australia
| |
Collapse
|
25
|
Gambling-Related Beliefs and Gambling Behaviour: Explaining Gambling Problems with the Theory of Planned Behaviour. Int J Ment Health Addict 2015. [DOI: 10.1007/s11469-015-9611-9] [Citation(s) in RCA: 7] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/22/2022] Open
|
26
|
Scharkow M, Festl R, Quandt T. Longitudinal patterns of problematic computer game use among adolescents and adults--a 2-year panel study. Addiction 2014; 109:1910-7. [PMID: 24938480 DOI: 10.1111/add.12662] [Citation(s) in RCA: 69] [Impact Index Per Article: 6.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/16/2013] [Revised: 01/24/2014] [Accepted: 06/05/2014] [Indexed: 11/26/2022]
Abstract
AIMS To investigate the longitudinal patterns (stability and change) of problematic computer game use and its interdependencies with psychosocial wellbeing in different age groups. DESIGN Three-wave, annual panel study using computer-assisted telephone surveys. SETTING Germany. PARTICIPANTS A total of 112 adolescents aged between 14 and 18 years, 363 younger adults between 19-39 years and 427 adults aged 40 years and older (overall n = 902). MEASUREMENTS Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflict. Additionally, gaming behaviour and psychosocial wellbeing (social capital and support, life satisfaction and success) were measured in all three panel waves. FINDINGS The generally low GAS scores were very stable in yearly intervals [average autocorrelation across waves and age groups: r = 0.74, confidence interval (CI) = 0.71, 0.77]. Only nine respondents (1%, CI = 0.5, 1.9) consistently exhibited symptoms of problematic game use across all waves, while no respondent could be classified consistently as being addicted according to the GAS criteria. Changes in problematic gaming were not related consistently to changes in psychosocial wellbeing, although some cross-lagged effects were statistically significant in younger and older adult groups. CONCLUSIONS Within a 2-year time-frame, problematic use of computer games appears to be a less stable behaviour than reported previously and not related systematically to negative changes in the gamers' lives.
Collapse
|
27
|
Auriacombe M, Denis C, Fatséas M. Commentary on Scharkow et al. (2014): Welcomed and yet to come. Are we looking at what we are looking for? Addiction 2014; 109:1918-9. [PMID: 25297961 DOI: 10.1111/add.12723] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
Affiliation(s)
- Marc Auriacombe
- Université de Bordeaux, Bordeaux, France; SANPSY, CNRS USR 3413, Bordeaux, France; Département (Pôle) Addictologie, CH Charles Perrens and CHU de Bordeaux, Bordeaux, France; Center for Studies of Addiction, Department of psychiatry, Perelman School of Medicine, University of Pennsylvania, Phildelphia, PA, USA.
| | | | | |
Collapse
|