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Geisler BL, Petersen KU, Hanke S, Schurer S, Schreiber A, Lämmle C, Batra A, Renner T, Brandhorst I. Ambivalent User Needs as a Challenge and Chance for the Design of a Web-Based Intervention for Gaming Disorder: Qualitative Interview Study With Adolescents and Young Adults. JMIR Form Res 2025; 9:e63258. [PMID: 40418804 DOI: 10.2196/63258] [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: 06/14/2024] [Revised: 03/02/2025] [Accepted: 03/05/2025] [Indexed: 05/28/2025] Open
Abstract
BACKGROUND In Germany, there are still many young people with gaming disorder (GD) who do not use or cannot access existing treatment services. Given the increasing prevalence of internet use disorders and GD, especially among young people in Germany, there is a need to provide additional low-threshold treatment options that are easily accessible anywhere. Web-based interventions (WBIs) can be used to achieve this goal. OBJECTIVE The aim of this study was to explore the treatment needs of young people with GD in Germany and derive implications for the development of a self-guided WBI for GD. METHODS Using a qualitative study design, we conducted a focus group with 3 young male adults and semistructured individual interviews with 3 male adolescents. Data were analyzed using qualitative content analysis. The reporting of this study followed the COREQ (Consolidated Criteria for Reporting Qualitative Research) guidelines. RESULTS Participants' expectations of web-based help in general and of a self-guided WBI for GD revealed a wide variety of sometimes conflicting user needs. For example, by analyzing participants' experiences with successful strategies, we found that external stabilizers (eg, parental control and support group meetings) were helpful in managing GD. However, with regard to a WBI, participants described it as a barrier if the WBI created "too much pressure." On the other hand, "not enough pressure" (ie, not enough external control) was also mentioned as a barrier. The belief that gaming is rewarding and that only equally rewarding activities are successful alternatives to gaming is in tension with the fact that changing problematic gaming behavior can be stressful and not feel rewarding at all. The data also showed that, on the one hand, a WBI should be designed to be attractive (eg, by incorporating gaming elements) but that it should not be too attractive as this, in turn, could trigger GD. CONCLUSIONS A self-guided WBI for GD should consider and address conflicting user needs. Ambivalence of needs in the face of coping with GD should not be seen as a problem but as a normal part of a change process and, therefore, actively integrated into the WBI concept and storyline. TRIAL REGISTRATION German Clinical Trials Register DRKS00032334; https://drks.de/search/en/trial/DRKS00032334.
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Affiliation(s)
- Birte Linny Geisler
- Department of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, University Hospital Tübingen, Tübingen, Germany
- German Center for Mental Health (DZPG), Partner Site Tübingen, Tübingen, Germany
| | - Kay Uwe Petersen
- German Center for Mental Health (DZPG), Partner Site Tübingen, Tübingen, Germany
- Department of Psychiatry and Psychotherapy, Section of Addiction Medicine and Addiction Research, University Hospital Tübingen, Tübingen, Germany
| | - Sara Hanke
- German Center for Mental Health (DZPG), Partner Site Tübingen, Tübingen, Germany
- Department of Psychiatry and Psychotherapy, Section of Addiction Medicine and Addiction Research, University Hospital Tübingen, Tübingen, Germany
| | - Simon Schurer
- Department of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, University Hospital Tübingen, Tübingen, Germany
- German Center for Mental Health (DZPG), Partner Site Tübingen, Tübingen, Germany
| | - Anne Schreiber
- Department of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, University Hospital Tübingen, Tübingen, Germany
- German Center for Mental Health (DZPG), Partner Site Tübingen, Tübingen, Germany
| | - Christine Lämmle
- Department of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, University Hospital Tübingen, Tübingen, Germany
- German Center for Mental Health (DZPG), Partner Site Tübingen, Tübingen, Germany
| | - Anil Batra
- German Center for Mental Health (DZPG), Partner Site Tübingen, Tübingen, Germany
- Department of Psychiatry and Psychotherapy, Section of Addiction Medicine and Addiction Research, University Hospital Tübingen, Tübingen, Germany
| | - Tobias Renner
- Department of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, University Hospital Tübingen, Tübingen, Germany
- German Center for Mental Health (DZPG), Partner Site Tübingen, Tübingen, Germany
| | - Isabel Brandhorst
- Department of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, University Hospital Tübingen, Tübingen, Germany
- German Center for Mental Health (DZPG), Partner Site Tübingen, Tübingen, Germany
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Hu Y, Chen S, Qi D, Zhu S. Problematic Gaming and Self-Control Among Adolescents and Emerging Adults: A Systematic Review and Meta-Analysis. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2025; 28:301-317. [PMID: 40257036 DOI: 10.1089/cyber.2024.0537] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 04/22/2025]
Abstract
Problematic gaming is becoming increasingly prevalent among young people, often leading to negative developmental consequences. As an essential protective factor against problematic gaming, self-control is the capacity to manage emotions, thoughts, and actions when confronted with temptations and impulses. Previous studies have reported mixed findings regarding the association between problematic gaming and self-control. The current systematic review and meta-analysis synthesized the existing literature on this relationship among adolescents and emerging adults. A systematic search from eight electronic databases (PsycArticles, PsycINFO, EBSCOhost, Web of Science, PubMed, Embase, ProQuest Dissertations & Theses A&I, and China Academic Journal Network Publishing Database) and two additional sources (Google Scholar and reference lists) identified 957 published studies. Of these, 46 articles involving 64,681 participants were included in the review, and 40 provided sample size and Pearson's r for the meta-analysis. The narrative review findings indicated that problematic gaming was negatively correlated with self-control with only two studies suggesting an insignificant relationship. The meta-analytic findings, conducted using a random-effects model in Comprehensive Meta-Analysis Software Version 4.0, revealed a medium effect (r = -0.287, 95% CI = [-0.33, -0.25], p < 0.001), with high heterogeneity (I2 = 96.5%). Publication bias analysis showed a symmetric funnel plot and a nonsignificant Egger's test (p = 0.861), indicating no evidence of publication bias. No significant subgroup difference was found between adolescents and emerging adults. The results reveal that self-control is a critical factor in preventing and intervening problematic gaming. Trial registration: International Prospective Register of Systematic Reviews (PROSPERO); CRD42023451656; registered on 25 September, 2023.
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Affiliation(s)
- Yuxi Hu
- Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong SAR, China
| | - Shiyun Chen
- Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong SAR, China
| | - Di Qi
- Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong SAR, China
| | - Shimin Zhu
- Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong SAR, China
- Mental Health Research Centre, The Hong Kong Polytechnic University, Hong Kong SAR, China
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Ayaz-Alkaya S, Köse-Kabakcıoğlu N. Prevalence and predisposing factors of digital game addiction and cyberbullying in adolescents: A cross-sectional study. Public Health 2025; 241:137-143. [PMID: 39983250 DOI: 10.1016/j.puhe.2025.02.012] [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: 10/04/2024] [Revised: 12/17/2024] [Accepted: 02/10/2025] [Indexed: 02/23/2025]
Abstract
OBJECTIVES This research was conducted to measure the prevalence of digital game addiction and cyberbullying and their predisposing factors among adolescents. STUDY DESIGN A cross-sectional design. METHODS The sample consisted of 1002 adolescents (the mean age was 15.77 (SD = 1.08), and 95.1 % boys) from a vocational high school. Data were collected through a questionnaire, the Digital Game Addiction Scale, and the Revised Cyberbullying Inventory-II. Associations were analyzed with multiple logistic regression analyses. RESULTS The prevalence of digital game addiction was 41.5 %. The risk of digital game addiction was higher among adolescents who were cyberbullies (2.3 times), those who played games for 4 h or more (5.1 times), and those who played action/adventure (1.4 Times) and sci-fi games (1.5 times). The risk of cyberbullying was higher in adolescents who were addicted to digital games (2.3 times) or used the Internet for 5 h or more (2.2 times). Meeting on the Internet (2 times) and being a 9th-grader (2 times) compared to 10th and 11th-graders increased the risk of being a cyberbully. CONCLUSIONS The study concluded that about half of the adolescents were addicted to digital games, and the majority of them were cyberbullies. Common predisposing factor for digital game addiction and cyberbullying was found to be time spent on the Internet.
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Affiliation(s)
| | - Neslihan Köse-Kabakcıoğlu
- Yalova University Health Sciences Faculty, Yolava, Turkiye; Gazi University Institute of Health Sciences, Ankara, Turkiye.
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Ghiaccio R, Passaro A, Stasolla F, Martini E, De Fortuna AM, De Luca Picione R. Exploring the Association Between Problematic Internet Use, Internet Gaming Disorder in Adolescents with ADHD: A Scoping Review. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2025; 22:496. [PMID: 40283725 PMCID: PMC12027000 DOI: 10.3390/ijerph22040496] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 01/30/2025] [Revised: 03/13/2025] [Accepted: 03/24/2025] [Indexed: 04/29/2025]
Abstract
BACKGROUND Attention-Deficit/Hyperactivity Disorder (ADHD) is a neurodevelopmental condition characterized by inattention, hyperactivity, and impulsivity. Adolescents with ADHD have an elevated risk of developing Internet Gaming Disorder (IGD), a condition involving excessive gaming that disrupts daily life. IGD is linked to traits such as low frustration tolerance and sensation-seeking, with comorbid conditions like anxiety and depression further increasing vulnerability. Gaming frequently serves as a coping strategy due to emotional regulation difficulties. The dynamics within family units and peer relationships play a pivotal role, with dysfunctional environments heightening the risks and positive interactions serving as protective factors. METHODS This scoping review analyzed empirical studies published in the last decade exploring the association between ADHD, Problematic Internet Use (PIU), or IGD, focusing on neurobiological, psychological, and environmental factors. RESULTS The findings highlight that impulsivity and emotional dysregulation in ADHD contribute to IGD. Gaming is frequently used as a maladaptive coping strategy, with social and family influences modulating risk. Diagnostic complexities arise in distinguishing ADHD-related behaviors from IGD symptoms. CONCLUSIONS Addressing these comorbid conditions requires interdisciplinary collaboration and evidence-based interventions. Future research should focus on understanding ADHD, PIU, or IGD interactions and developing targeted interventions. Longitudinal studies are necessary to establish causal links and assess effective treatment strategies.
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Affiliation(s)
- Roberto Ghiaccio
- Faculty of Law, Giustino Fortunato University of Benevento, 82100 Benevento, Italy; (R.G.); (F.S.); (E.M.); (R.D.L.P.)
| | - Anna Passaro
- Faculty of Law, Giustino Fortunato University of Benevento, 82100 Benevento, Italy; (R.G.); (F.S.); (E.M.); (R.D.L.P.)
| | - Fabrizio Stasolla
- Faculty of Law, Giustino Fortunato University of Benevento, 82100 Benevento, Italy; (R.G.); (F.S.); (E.M.); (R.D.L.P.)
| | - Elvira Martini
- Faculty of Law, Giustino Fortunato University of Benevento, 82100 Benevento, Italy; (R.G.); (F.S.); (E.M.); (R.D.L.P.)
| | - Angelo Maria De Fortuna
- Department of Communication Sciences, Humanities and International Studies (DISCUI), University of Urbino, 61029 Urbino, Italy
| | - Raffaele De Luca Picione
- Faculty of Law, Giustino Fortunato University of Benevento, 82100 Benevento, Italy; (R.G.); (F.S.); (E.M.); (R.D.L.P.)
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Ma L, Mei B, Zhang M, Tao Q, Sun J, Dang J, Lang Y, Wang W, Wei Y, Han S, Cheng J, Zhang Y. Integrative gray matter volume and molecular analyses of altered intrinsic neural timescale in internet gaming disorder. Prog Neuropsychopharmacol Biol Psychiatry 2025; 137:111296. [PMID: 39988256 DOI: 10.1016/j.pnpbp.2025.111296] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/15/2024] [Revised: 02/02/2025] [Accepted: 02/19/2025] [Indexed: 02/25/2025]
Abstract
BACKGROUND Internet gaming disorder (IGD) frequently features abnormalities in emotional and cognitive processing, for which the specific neurobiological mechanisms are not known. The intrinsic neural timescale (INT) gradient reflects how long neural information is stored in a specialized brain region and represents its function. Therefore, we investigated whether IGD exhibited altered INT and accompanying gray matter volume (GMV) and underlying molecular architectural abnormalities. METHODS Resting-state functional magnetic resonance data from 57 patients with IGD (IGDs) and 50 demographically matched healthy controls (HCs) were collected, and INT was calculated by assessing the autocorrelation of intrinsic neural signals. Voxel-based morphometric analysis was conducted to calculate whole-brain GMV. Then, comparing INT between groups and correlation analysis with clinical characteristics was performed. Furthermore, correlations between INT and PET- and SPECT-driven maps were used to examine specific neurotransmitter system alternations. RESULT Compared to HCs, IGDs exhibited shorter timescales in the bilateral insula, bilateral parahippocampal gyrus, left amygdala, and left superior temporal pole. The decreased INT in the right insula was positively correlated with the severity of internet addiction. Interestingly, the shorter timescales are spatially associated with the serotonergic system. CONCLUSION This study suggests atypical emotional and cognitive processing deficits in localized brain regions of IGDs. And these findings establish a link between abnormal local neurodynamics and structures and neurotransmitters, which facilitates synthesized comprehension of IGDs and provides new perspectives for treatment.
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Affiliation(s)
- Longyao Ma
- Department of Magnetic Resonance Imaging, the First Affiliated Hospital of Zhengzhou University, PR China; Zhengzhou Key Laboratory of Brain Function and Cognitive Magnetic Resonance Imaging, PR China; Henan Engineering Technology Research Center for Detection and Application of Brain Function, PR China; Henan Engineering Research Center of Medical Imaging Intelligent Diagnosis and Treatment, PR China; Henan Key Laboratory of Imaging Intelligence Research, PR China; Henan Engineering Research Center of Brain Function Development and Application, PR China
| | - Bohui Mei
- Department of Magnetic Resonance Imaging, the First Affiliated Hospital of Zhengzhou University, PR China; Zhengzhou Key Laboratory of Brain Function and Cognitive Magnetic Resonance Imaging, PR China; Henan Engineering Technology Research Center for Detection and Application of Brain Function, PR China; Henan Engineering Research Center of Medical Imaging Intelligent Diagnosis and Treatment, PR China; Henan Key Laboratory of Imaging Intelligence Research, PR China; Henan Engineering Research Center of Brain Function Development and Application, PR China
| | - Mengzhe Zhang
- Department of Magnetic Resonance Imaging, the First Affiliated Hospital of Zhengzhou University, PR China; Zhengzhou Key Laboratory of Brain Function and Cognitive Magnetic Resonance Imaging, PR China; Henan Engineering Technology Research Center for Detection and Application of Brain Function, PR China; Henan Engineering Research Center of Medical Imaging Intelligent Diagnosis and Treatment, PR China; Henan Key Laboratory of Imaging Intelligence Research, PR China; Henan Engineering Research Center of Brain Function Development and Application, PR China
| | - Qiuying Tao
- Department of Magnetic Resonance Imaging, the First Affiliated Hospital of Zhengzhou University, PR China; Zhengzhou Key Laboratory of Brain Function and Cognitive Magnetic Resonance Imaging, PR China; Henan Engineering Technology Research Center for Detection and Application of Brain Function, PR China; Henan Engineering Research Center of Medical Imaging Intelligent Diagnosis and Treatment, PR China; Henan Key Laboratory of Imaging Intelligence Research, PR China; Henan Engineering Research Center of Brain Function Development and Application, PR China
| | - Jieping Sun
- Department of Magnetic Resonance Imaging, the First Affiliated Hospital of Zhengzhou University, PR China; Zhengzhou Key Laboratory of Brain Function and Cognitive Magnetic Resonance Imaging, PR China; Henan Engineering Technology Research Center for Detection and Application of Brain Function, PR China; Henan Engineering Research Center of Medical Imaging Intelligent Diagnosis and Treatment, PR China; Henan Key Laboratory of Imaging Intelligence Research, PR China; Henan Engineering Research Center of Brain Function Development and Application, PR China
| | - Jinghan Dang
- Department of Magnetic Resonance Imaging, the First Affiliated Hospital of Zhengzhou University, PR China; Zhengzhou Key Laboratory of Brain Function and Cognitive Magnetic Resonance Imaging, PR China; Henan Engineering Technology Research Center for Detection and Application of Brain Function, PR China; Henan Engineering Research Center of Medical Imaging Intelligent Diagnosis and Treatment, PR China; Henan Key Laboratory of Imaging Intelligence Research, PR China; Henan Engineering Research Center of Brain Function Development and Application, PR China
| | - Yan Lang
- Department of Psychiatry, The First Affiliated Hospital of Zhengzhou University, PR China
| | - Weijian Wang
- Department of Magnetic Resonance Imaging, the First Affiliated Hospital of Zhengzhou University, PR China; Zhengzhou Key Laboratory of Brain Function and Cognitive Magnetic Resonance Imaging, PR China; Henan Engineering Technology Research Center for Detection and Application of Brain Function, PR China; Henan Engineering Research Center of Medical Imaging Intelligent Diagnosis and Treatment, PR China; Henan Key Laboratory of Imaging Intelligence Research, PR China; Henan Engineering Research Center of Brain Function Development and Application, PR China
| | - Yarui Wei
- Department of Magnetic Resonance Imaging, the First Affiliated Hospital of Zhengzhou University, PR China; Zhengzhou Key Laboratory of Brain Function and Cognitive Magnetic Resonance Imaging, PR China; Henan Engineering Technology Research Center for Detection and Application of Brain Function, PR China; Henan Engineering Research Center of Medical Imaging Intelligent Diagnosis and Treatment, PR China; Henan Key Laboratory of Imaging Intelligence Research, PR China; Henan Engineering Research Center of Brain Function Development and Application, PR China
| | - Shaoqiang Han
- Department of Magnetic Resonance Imaging, the First Affiliated Hospital of Zhengzhou University, PR China; Zhengzhou Key Laboratory of Brain Function and Cognitive Magnetic Resonance Imaging, PR China; Henan Engineering Technology Research Center for Detection and Application of Brain Function, PR China; Henan Engineering Research Center of Medical Imaging Intelligent Diagnosis and Treatment, PR China; Henan Key Laboratory of Imaging Intelligence Research, PR China; Henan Engineering Research Center of Brain Function Development and Application, PR China
| | - Jingliang Cheng
- Department of Magnetic Resonance Imaging, the First Affiliated Hospital of Zhengzhou University, PR China; Zhengzhou Key Laboratory of Brain Function and Cognitive Magnetic Resonance Imaging, PR China; Henan Engineering Technology Research Center for Detection and Application of Brain Function, PR China; Henan Engineering Research Center of Medical Imaging Intelligent Diagnosis and Treatment, PR China; Henan Key Laboratory of Imaging Intelligence Research, PR China; Henan Engineering Research Center of Brain Function Development and Application, PR China
| | - Yong Zhang
- Department of Magnetic Resonance Imaging, the First Affiliated Hospital of Zhengzhou University, PR China; Zhengzhou Key Laboratory of Brain Function and Cognitive Magnetic Resonance Imaging, PR China; Henan Engineering Technology Research Center for Detection and Application of Brain Function, PR China; Henan Engineering Research Center of Medical Imaging Intelligent Diagnosis and Treatment, PR China; Henan Key Laboratory of Imaging Intelligence Research, PR China; Henan Engineering Research Center of Brain Function Development and Application, PR China.
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Molaeipour L, Jabarbeigi R, Lari T, Osooli M, Jafari E. Gaming disorder and psychological distress among Iranian adolescents: the mediating role of sleep hygiene. BMC Public Health 2025; 25:838. [PMID: 40033319 PMCID: PMC11874107 DOI: 10.1186/s12889-025-22040-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/26/2024] [Accepted: 02/20/2025] [Indexed: 03/05/2025] Open
Abstract
BACKGROUND Evidence on psychological outcomes of gaming disorder (GD) is still scarce. This study aimed to investigate the mediating role of sleep hygiene in the relationship between GD and psychological distress (depression and anxiety) among Iranian adolescents. METHODS This was a cross-sectional study among school students in Qazvin city, Iran. We administered GD, anxiety, and depression questionnaires in a paper-and-pencil format. GD was measured using the GD S4-SF scale, and anxiety and depression were evaluated using the DASS-21. We assessed sleep health as a mediator using the Sleep Hygiene Behaviors scale. Covariance-Based Structural Equation Modeling (CB-SEM) was employed for data analysis, accounting for sex and physical activity as the main confounders. Statistical significance was determined using various fit indices and confidence intervals. RESULTS The sample consisted of 600 adolescents (41% female). CB-SEM revealed a positive but not statistically significant association between GD and depression, along with a negative statistically significant association with anxiety. Notably, sleep hygiene was identified as a partial mediator in the relationship between GD and depression, indicating that poor sleep practices may exacerbate depressive symptoms among adolescents with GD. However, no mediating effect was observed for anxiety. CONCLUSION Our data supported a mediating role for sleep hygiene in the association between GD and depression among participants. Our results highlight the critical need for targeted policy interventions to improve sleep hygiene among adolescents with GD.
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Affiliation(s)
- Leila Molaeipour
- Department of Biostatistics and Epidemiology, School of Health, Guilan University of Medical Sciences, Rasht, Iran
| | - Reza Jabarbeigi
- Non-Communicable Diseases Research Center, Research Institute for Prevention of Non-Communicable Diseases, Qazvin University of Medical Sciences, Qazvin, Iran
| | - Tina Lari
- Department of Epidemiology, School of Public Health, Iran University of Medical Sciences, Tehran, Iran
| | - Mehdi Osooli
- Division of Clinical Epidemiology and Pharmacoepidemiology, Department of Medicine Solna, Karolinska Institutet, Stockholm, Sweden
- Center for Primary Health Care Research, Lund University, Malmö, Sweden
| | - Elahe Jafari
- Non-Communicable Diseases Research Center, Research Institute for Prevention of Non-Communicable Diseases, Qazvin University of Medical Sciences, Qazvin, Iran.
- Department of Epidemiology, School of Public Health, Iran University of Medical Sciences, Tehran, Iran.
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Ramón-Arbués E, Antón-Solanas I, Blázquez-Ornat IR, Gómez-Torres P, García-Moyano L, Benito-Ruiz E. Factors related to risky alcohol consumption and binge drinking in Spanish college students: a cross-sectional study. BMJ Open 2025; 15:e089825. [PMID: 40010824 PMCID: PMC11865801 DOI: 10.1136/bmjopen-2024-089825] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/10/2024] [Accepted: 01/13/2025] [Indexed: 02/28/2025] Open
Abstract
OBJECTIVES The aim of this study was to determine the prevalence of risky alcohol consumption and regular binge drinking, and their associated factors, in Spanish college students. DESIGN A cross-sectional study was conducted. SETTING This study took place at a private university in a northern region of Spain. PARTICIPANTS A total of 330 Spanish undergraduate university students enrolled in the 2022-2023 academic year voluntarily agreed to participate in this investigation. PRIMARY AND SECONDARY OUTCOME MEASURES Data collection included sociodemographic information and health-related behaviours. The Alcohol Use Disorders Identification Test was used to assess alcohol consumption. Logistic regression models were used to identify independent predictors for risky alcohol consumption and regular binge drinking. RESULTS 40.0% of participants reported risky alcohol consumption, and 26.7% were classified as regular binge drinkers. Factors associated with risky alcohol consumption included smoking (OR=3.54, 95% CI 2.03 to 6.14) and problematic internet use (OR=2.10, 95% CI 1.24 to 3.53). Conversely, being older than 30 years was associated with a lower likelihood (OR=0.22, 95% CI 0.08 to 0.60). Regular binge drinking was associated with living outside the family home (OR=2.78, 95% CI 1.56 to 4.95), smoking (OR=3.53, 95% CI 1.94 to 6.40) and problematic internet use (OR=2.19, 95% CI 1.23 to 3.89). In contrast, being female (OR=0.50, 95% CI 0.27 to 0.94) and being over 30 years old (OR=0.28, 95% CI 0.10 to 0.86) were inversely associated. CONCLUSIONS Risky alcohol consumption and binge drinking are relatively common among Spanish university students. Interventions to promote responsible alcohol consumption among this population should be implemented in collaboration with other stakeholders.
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Affiliation(s)
- Enrique Ramón-Arbués
- B53_23R: SAPIENF, Zaragoza, Spain
- Universidad San Jorge, Villanueva de Gallego, Zaragoza, Spain
| | - Isabel Antón-Solanas
- B53_23R: SAPIENF, Zaragoza, Spain
- Facultad de Ciencias de la Salud, Universidad de Zaragoza, Zaragoza, Spain
| | | | - Piedad Gómez-Torres
- B53_23R: SAPIENF, Zaragoza, Spain
- Facultad de Ciencias de la Salud, Universidad de Zaragoza, Zaragoza, Spain
| | - Loreto García-Moyano
- Escuela Universitaria de Enfermería de Huesca, Universidad de Zaragoza, Zaragoza, Spain
| | - Eva Benito-Ruiz
- B53_23R: SAPIENF, Zaragoza, Spain
- Facultad de Ciencias de la Salud, Universidad de Zaragoza, Zaragoza, Spain
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Biolcati R, Özal Z, Ambrosini F, Villano P, Palareti L, Mancini G. Emotional Intelligence and Behavioural Addictions: A Systematic Review. J Clin Med 2025; 14:1125. [PMID: 40004656 PMCID: PMC11856372 DOI: 10.3390/jcm14041125] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/03/2024] [Revised: 01/21/2025] [Accepted: 02/06/2025] [Indexed: 02/27/2025] Open
Abstract
Background: The role of emotional intelligence on the experience of behavioural addictions is a growing area of research interest. However, there are operationalisation issues in studying both emotional intelligence and behavioural addictions separately. This review aims to report on the existing literature of studies exploring the relationship between these two concepts, and to identify gaps in research practice in order to inform future studies. Methods: A search, covering the date range of 2013-2024, conducted in five databases in August 2024 identified 43 articles, reported according to PRISMA 2020 guidelines. The findings are discussed under four subheadings: technology-related behavioural addiction, internet gaming disorder, eating disorders, and consumer behaviour and compulsive buying. Results: Overall, the results show that emotional intelligence is negatively correlated with behavioural addictions and plays both a moderating and mediating role in the associations between behavioural addictions and other negative outcomes such as suicidal ideation, rumination, fear of missing out, and depression. Conclusions: In addition to summarising studies and controversial discussions on emotional intelligence and behavioural addictions, this review suggests possible roadmaps to ensure more accurate research outcomes by highlighting the importance of theoretical and methodological distinctions between trait and ability models of emotional intelligence.
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Affiliation(s)
| | | | | | | | | | - Giacomo Mancini
- Department of Education Sciences “G.M. Bertin”, Alma Mater Studiorum University of Bologna, 40126 Bologna, Italy; (R.B.); (Z.Ö.); (F.A.); (P.V.); (L.P.)
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Zhang M, Nie Q, Ye W, Wang Y, Yang Z, Teng Z. Longitudinal Dynamic Relationships Between Videogame Use and Symptoms of Gaming Disorder and Depression Among Chinese Children and Adolescents. J Youth Adolesc 2025; 54:426-438. [PMID: 39133422 DOI: 10.1007/s10964-024-02068-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/10/2024] [Accepted: 08/02/2024] [Indexed: 08/13/2024]
Abstract
Although previous studies have shown a close relationship between gaming disorder and depressive symptoms, few have measured normal videogame use, symptoms of gaming disorder, and depressive symptoms concurrently. The longitudinal dynamics between these variables remain unclear. This study used two demographic cohorts to examine the longitudinal relationship between gaming and depressive symptoms: children (n = 1513, 46.9% girls, Mage ± SD = 9.63 ± 0.58 years) and adolescents (n = 1757, 48.5% girls, Mage ± SD = 12.55 ± 0.70 years). Random intercept cross-lagged panel models (RI-CLPMs) were employed to distinguish between within- and between-person levels of gaming and depressive symptoms. The RI-CLPM results showed a stable link between symptoms of gaming disorder and depression at the between-person level for both children and adolescents. At the within-person level, among children, depressive symptoms positively predicted subsequent gaming disorder symptoms, but gaming disorder symptoms were not a significant predictor of depressive symptoms at this level. Among adolescents, there was no significant cross-lagged effect between symptoms of gaming disorder and depression at the within-person level. Additionally, there was no significant cross-lagged effect between normal videogame use and depressive symptoms in either cohort. These results highlight the different effects of normal videogame use and gaming disorder symptoms associated with depressive symptoms. The different effects on children and adolescents underscore the importance of considering the different developmental stages in the study of gaming and mental health outcomes.
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Affiliation(s)
- Mengmeng Zhang
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Qian Nie
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Wenting Ye
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Yifan Wang
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Zhiwei Yang
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Zhaojun Teng
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China.
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Kapetanovic S, Nielsen MD, André F, Gurdal S, Claesdotter-Knutsson E. Exploring parent-child relationships in a Swedish child and adolescent psychiatry - cohort of adolescents with internet gaming disorder. BMC Psychol 2025; 13:18. [PMID: 39780294 PMCID: PMC11708115 DOI: 10.1186/s40359-024-02306-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/01/2024] [Accepted: 12/19/2024] [Indexed: 01/11/2025] Open
Abstract
BACKGROUND While recent studies suggest a high prevalence of Internet gaming disorder (IGD) in child and adolescent psychiatry (CAP) clinics, little is known about the factors contributing to problematic gaming among these patients. Given the well-established role of parenting and parent-child relationships in the development of problem behaviors, this study aimed to explore parent-child relationships within a Swedish cohort of CAP patients with IGD. METHODS A total of 72 adolescents from CAP clinics in Skane, Sweden, diagnosed with IGD based on DSM-V criteria (73% boys), aged 13 to 18 years were included in the study. The adolescents completed the Game Addiction Scale for Adolescents (GASA) and reported on aspects of parent-child communication, such as parental control and adolescent disclosure and secrecy, and family climate. Adolescents were categorized as engaged, problem or addicted gamers based on core approach. Independent sample t-tests, Pearsons's correlations, and multivariate regression analyses were used to address the study goals. RESULTS Independent sample t-tests revealed that girls showed lower levels of parental knowledge than boys. Bivariate correlation analyses showed that IGD-symptoms were related to lower levels of child disclosure, while multivariate regression analyses revealed that higher IGD-symptoms were predicted by high levels of child secrecy and low child disclosure. CONCLUSION Parent-child relationships, in particular adolescent information management to parents, plays an important role for the level of IGD-symptoms in a clinical sample of adolescents. We suggest that therapeutic interventions for IGD should integrate family-focused strategies, such as parent training programs fostering open communication between parents and their children.
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Affiliation(s)
- Sabina Kapetanovic
- Department of Behavioural Studies, University West, Trollhättan, SW-416 86, Sweden.
- Department of Psychology, Stockholm University, Stockholm, Sweden.
| | - Maiken Due Nielsen
- Department of Behavioural Studies, University West, Trollhättan, SW-416 86, Sweden
| | - Frida André
- Faculty of Medicine, Department of Clinical Sciences, Lund University, Lund, Sweden
| | - Sevtap Gurdal
- Department of Behavioural Studies, University West, Trollhättan, SW-416 86, Sweden
| | - Emma Claesdotter-Knutsson
- Faculty of Medicine, Department of Clinical Sciences, Lund University, Lund, Sweden
- Region Skåne, Child and Adolescent Psychiatry, Regional Outpatient Care, Lund University Hospital, Lund, Sweden
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Bin Abdulrahman K, Alhomoud TY, Alateeq IS, Al-Mohaisen FN, Alshamrani MS, Alhathlul SI, Khamsah MA. The internet gaming disorder and its associated factors among college students at Imam Mohammed Ibn Saud Islamic University, Riyadh, Saudi Arabia: A cross-sectional study. J Family Med Prim Care 2025; 14:184-195. [PMID: 39989536 PMCID: PMC11844975 DOI: 10.4103/jfmpc.jfmpc_736_24] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/02/2024] [Revised: 08/11/2024] [Accepted: 08/20/2024] [Indexed: 02/25/2025] Open
Abstract
Background Internet gaming disorder (IGD) or video gaming has been considered by World Health Organization (WHO) and American Psychiatric Association (APA) as a disease. WHO defines IGD as a disease with a pattern of uncontrollable gaming behavior, characterized by increasing priority given to gaming over other activities to the point that gaming takes precedence over most interests and activities of daily living. Objectives This research aims to estimate the prevalence and examine the association of IGD scores with gender, age, sleeping hours, academic performance, and occurrence of arguing with others post-gaming among college students. Methods A cross-sectional study was conducted in October 2022 at (IMSIU), Riyadh, Saudi Arabia. A total of 1005 college students filled out an online self-administered questionnaire developed based on an extensive literature review and pilot study. Results More than two-thirds (76.1%) of students are active gamers. The majority (65.8%) reported no effects of gaming on daily activities. yet, one-third considered games as the most daily time-consuming activity. The majority are playing games to relieve stress. Interestingly, male and senior students had the highest IGD scores (P = 0.017, P = 0.072, respectively). Unfortunately, there were associations between high IGD scores and having fewer sleeping hours as well as low academic performance (P = 0.046, P = 0.047, respectively). Negative social effects include arguing after gaming was significantly linked with higher IGD scores (P < 0.001). Conclusion IGD was prevalent among college students. There was no impact of games on students' daily activities; however, gaming was the most time-consuming part of daily activity for the remaining students. Most college students were playing games to feel better. Higher IGD score was associated with male, senior students, less sleeping hours, poor academic performance, and post-gaming arguments with others.
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Affiliation(s)
- Khalid Bin Abdulrahman
- Department of Medical Education, College of Medicine, Imam Mohammad Ibn Saud Islamic University (IMSIU), Riyadh, Saudi Arabia
| | - Tariq Y. Alhomoud
- Department of Family Medicine, College of Medicine, Imam Mohammad Ibn Saud Islamic University (IMSIU), Riyadh, Saudi Arabia
| | - Ismail S. Alateeq
- Department of Family Medicine, College of Medicine, Imam Mohammad Ibn Saud Islamic University (IMSIU), Riyadh, Saudi Arabia
| | - Faisal N. Al-Mohaisen
- Department of Family Medicine, College of Medicine, Imam Mohammad Ibn Saud Islamic University (IMSIU), Riyadh, Saudi Arabia
| | - Musab S. Alshamrani
- Department of Family Medicine, College of Medicine, Imam Mohammad Ibn Saud Islamic University (IMSIU), Riyadh, Saudi Arabia
| | - Saleh I. Alhathlul
- Department of Family Medicine, College of Medicine, Imam Mohammad Ibn Saud Islamic University (IMSIU), Riyadh, Saudi Arabia
| | - Mohammed Abdulaziz Khamsah
- Department of Family Medicine, College of Medicine, Imam Mohammad Ibn Saud Islamic University (IMSIU), Riyadh, Saudi Arabia
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Yen JY, Király O, Griffiths MD, Demetrovics Z, Ko CH. A case-control study for psychiatric comorbidity and associative factors of gaming disorder and hazardous gaming based on ICD-11 criteria: Cognitive control, emotion regulation, and reinforcement sensitivity. J Behav Addict 2024; 13:1014-1027. [PMID: 39636323 PMCID: PMC11737412 DOI: 10.1556/2006.2024.00066] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/03/2024] [Revised: 09/06/2024] [Accepted: 10/27/2024] [Indexed: 12/07/2024] Open
Abstract
Background and aims The authors of the present study wanted to know whether the previously reported psychiatric comorbidities of internet gaming disorder (IGD) based on DSM-5 criteria were also more prevalent among gaming disorder (GD) or hazardous gaming (HG) based on ICD-11 criteria. Therefore, the present case-control study evaluated the psychiatric comorbidities and associative factors of GD and HG based on ICD-11 criteria. Methods A sample of 60 individuals with GD, 45 with HG, and 120 controls were assessed with an ICD-11 criteria-based diagnostic interview along with attention deficit hyperactivity disorder (ADHD), generalized anxiety disorder (GAD), depressive disorder, and social anxiety disorder (SAD). Participants also completed Conners' Continuous Performance Test (CCPT), Dickman's Impulsivity Inventory, the Emotion Regulation Questionnaire, and the Behavior Inhibition System and Behavior Approach System Scales. Results GD was associated with ADHD, depressive disorder, and GAD. ADHD was the most associative comorbidity of HG. Depressive disorder was associated with GD relative to HG. Moreover, individuals with lower reappraisal, higher aversion sensitivity, and impulsivity were more likely to be diagnosed with GD. Those with higher fun-seeking were more likely to be diagnosed with HG. Conclusion In the present study, ADHD was the psychiatric comorbidity most significantly associated with GD, followed by depressive disorder and GAD, as previously reported for IGD. ADHD was also associated with HG. Depressive disorder was more associated with GD compared to HG. Intervention for HG and GD should be tailored by the consideration of the clients' psychiatric comorbidity as well as their reappraisal skills, impulsivity, aversion sensitivity, and fun-seeking.
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Affiliation(s)
- Ju-Yu Yen
- Department of Psychiatry, Kaohsiung Medical University Hospital, Kaohsiung Medical University, Kaohsiung City, Taiwan
- Department of Psychiatry, Kaohsiung Medical University Gangshan Hospital, Kaohsiung City, Taiwan
| | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar
- College of Education, Psychology and Social Work, Flinders University, Adelaide, Australia
| | - Chih-Hung Ko
- Department of Psychiatry, Kaohsiung Medical University Hospital, Kaohsiung Medical University, Kaohsiung City, Taiwan
- Department of Psychiatry, Kaohsiung Municipal Siaogang Hospital, Kaohsiung Medical University, Kaohsiung City, Taiwan
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Zhao Z, Zhao M, Wang R, Pan H, Li L, Luo H. The effects of negative life events on college students' problematic online gaming use: a chain-mediated model of boredom proneness regulation. Front Psychol 2024; 15:1426559. [PMID: 39712547 PMCID: PMC11658982 DOI: 10.3389/fpsyg.2024.1426559] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/01/2024] [Accepted: 11/12/2024] [Indexed: 12/24/2024] Open
Abstract
The study investigated the impact of negative life events on college students' problematic online gaming use, as well as the mediating role of basic psychological needs and anxiety, and the moderating effect of boredom proneness. A total of 1,102 college students were surveyed by using the Adolescent Negative Life Events Scale, Basic Psychological Needs Scale, GAD-7, DSM-5, and Boredom Proneness Scale. From the sample, 881 participants with experience in online gaming were selected for the study. The results showed that: (1) Controlling for gender and grade, negative life events significantly and positively predicted problematic online gaming use. (2) Basic psychological needs and anxiety played a mediating role in the relationship between negative life events and problematic online gaming use. (3) Boredom proneness significantly moderated the first half of the model. Basic psychological needs and anxiety mediate the relationship between negative life events and college students' problematic online gaming use. Moreover, under conditions of low boredom proneness, the independent mediating effect of basic psychological needs and the mediating effect of basic psychological needs and anxiety are enhanced, while the independent mediating effect of anxiety is weakened.
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Affiliation(s)
| | | | | | | | - Lina Li
- School of Psychology and Mental Health, North China University of Science and Technology, Tangshan, China
| | - Hongge Luo
- School of Psychology and Mental Health, North China University of Science and Technology, Tangshan, China
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Abdallat M, Al-Sanouri M, Al-Salaymeh S, Zoubi M, Barakat T, Badwan A, Alzubi A, Murshidi R. Internet Gaming Disorder and Sleep Quality among Jordanian University Students: A Cross-sectional Study. Clin Pract Epidemiol Ment Health 2024; 20:e17450179310269. [PMID: 39839221 PMCID: PMC11748057 DOI: 10.2174/0117450179310269240820042452] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/10/2024] [Revised: 08/01/2024] [Accepted: 08/02/2024] [Indexed: 01/23/2025]
Abstract
Background Internet gaming disorder is defined as "Persistent and recurrent use of the internet to engage in games, often with other players, leading to clinically significant impairment or distress." It is a new evolving disorder that affects many life aspects; therefore, it needs further investigation among different population groups. IGD was introduced for the first time in 2013 in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders, and it suggested carrying out further research among different populations. In 2018, Gaming Disorder (GD) has officially become a type of addiction as the World Health Organization released the 11th revision of the International Classification of Diseases (ICD-11). Aims The objective of this study is to investigate the prevalence of internet gaming disorder (IGD) and its association with sleep quality and academic performance among Jordanian university students aged 18-26. Our literature review revealed a lack of research on this topic concerning this specific population and culture. Therefore, our study aims to contribute to the existing literature and to provide insights that can inform prevention, assessment, and treatment strategies for those affected. Methods A cross-sectional study design was used by employing convenience and snowball sampling; a total of 2473 participants completed an electronic self-administered questionnaire that included the Internet Gaming Disorder Scale-SF (IGDS9-SF) and Pittsburgh Sleep Quality Index (PSQI). Of these, 432 were excluded based on our criteria. Our inclusion criteria required participants to be Jordanian university students between the ages of 18 and 26, enrolled as undergraduates at Jordanian universities, and free of neurological or psychiatric conditions. Results The prevalence of IGD in this study was 15.2% and was more prevalent among males compared to females (p= <0.001). Poor sleep quality was reported by 64.6% of the study population and was more frequently observed in females. Age and academic achievements (GPA) were not associated with having IGD. When binary logistic regression was used, IGD (OR=1.882) positively predicted poor sleep quality. Conclusion Internet gaming disorder is common among Jordanian university students and is associated with poor sleep quality, and our findings have significant implications for policymakers, educators, and healthcare providers in raising awareness about the IGD and its impact on sleep quality.
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Affiliation(s)
- Mahmoud Abdallat
- Department of Neurosurgery, The University of Jordan, Amman, Jordan
| | | | | | - Mohammad Zoubi
- School of Medicine, The University of Jordan, Amman, Jordan
| | - Tamer Barakat
- School of Medicine, The University of Jordan, Amman, Jordan
| | - Ahmad Badwan
- School of Medicine, The University of Jordan, Amman, Jordan
| | | | - Rand Murshidi
- Department of Dermatology, School of Medicine, The University of Jordan, Amman, Jordan
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Lee SJ, Jeong EJ, Choi JI, Park MS. Social intelligence and pathological gaming: a longitudinal study of the associations among negative emotions, social intelligence, aggression, and pathological gaming in adolescents. Front Psychiatry 2024; 15:1353969. [PMID: 38903650 PMCID: PMC11187769 DOI: 10.3389/fpsyt.2024.1353969] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/12/2023] [Accepted: 05/13/2024] [Indexed: 06/22/2024] Open
Abstract
Introduction Pathological gaming continues to be highlighted as one of the most critical issues concerning adolescents. Numerous studies have aimed to elucidate the relationships between adolescents' negative emotions (e.g., peer stress, anxiety, loneliness) and social factors (e.g., social skills and relationships) with pathological gaming. Despite the recognition of social intelligence as a crucial factor related to social factors in adolescents, there is a paucity of research examining pathological gaming and social intelligence through longitudinal analyses. Method This study focuses on exploring the factors that induce or inhibit pathological gaming among adolescents by analysing three-year longitudinal data from Korean adolescent gamers (N=968). Using a structural equation model, the study examines the relationships between adolescents' negative emotions (e.g., peer stress, anxiety, loneliness), social intelligence, and pathological gaming to elucidate their associations. Results The results indicate that negative emotions can potentially reduce levels of social intelligence and increase aggression. Increased aggression, in turn, appears to be associated with higher levels of pathological gaming. Social intelligence was found to impact pathological gaming potentially negatively and may exert a significantly stronger influence on aggression compared to negative emotions. Discussion The study's findings suggest that bolstering adolescents' social aptitude and addressing mental health concerns could serve as beneficial interventions in tackling issues associated with excessive media engagement among youth. These findings suggest that, within the context of adolescent pathological gaming, social intelligence could significantly affect aggression and emerge as a key variable that may lead to pathological gaming.
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Affiliation(s)
- Sung Je Lee
- Department of Digital Culture and Contents, Konkuk University, Seoul, Republic of Korea
| | - Eui Jun Jeong
- Department of Digital Culture and Contents, Konkuk University, Seoul, Republic of Korea
| | - Jae In Choi
- Department of Digital Culture and Contents, Konkuk University, Seoul, Republic of Korea
| | - Man Su Park
- Department of Media and Communication, Hanyang University, Seoul, Republic of Korea
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Mazaherizadeh A, Taherifar Z, Farahani H, Hussain Z. Screened realities: a Grounded Theory exploration of gaming disorder dynamics among Iranian male adolescents. Front Psychiatry 2024; 15:1357211. [PMID: 38784163 PMCID: PMC11112703 DOI: 10.3389/fpsyt.2024.1357211] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/18/2024] [Accepted: 04/11/2024] [Indexed: 05/25/2024] Open
Abstract
Introduction The increasing prevalence of gaming Disorder (GD) among adolescents has become a global concern. Despite the rising number of studies investigating GD, the cultural and socio-economic factors influencing GD with a qualitative approach are scarce. This study aims to explore the underlying factors, processes, and consequences of GD among Iranian male adolescents and contextual factors related to GD within Iran's unique socio-cultural and psychological tapestry. Methods The study used a qualitative design based on the Grounded Theory Method (GTM). The researchers conducted semi-structured interviews with 13 male adolescents aged 15-18 who Dignasoed according to DSM-5 and ICD-11 criteria. The interviews were transcribed and analyzed using the GTM approach, which involves open, axial, and selective coding. Results The study revealed nine main themes and a core category: (1) interaction seeking, (2) encounter and familiarize with games, (3) games attraction, (4) Socialization, (5) game careerism, (6) dexterity, (7) lack and compensation, (8) physical harm, territorial-cultural barrier, (9) second life, and ''life crafting'' as the core category. Discussion The study's findings provide valuable insights into the cultural and socio-economic factors influencing GD among Iranian male adolescents. For example, Iran's economic conditions make adolescents choose gaming as their job and try to earn money in this way, which makes them more dependent on gaming. On the other hand, communities related to games play an essential role in the identity development of adolescents with GD.
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Affiliation(s)
| | - Zahra Taherifar
- Department of Psychology, University of Tehran, Tehran, Iran
| | | | - Zaheer Hussain
- School of Social Sciences, Nottingham Trent University, Nottingham, United Kingdom
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Nalwoga V, Kizito S, Kigongo E, Atwine P, Kabunga A. The Lived Experiences of Individuals and Coping Strategies in the Context of Internet Gaming Disorder: A Qualitative Study Within Higher Education Setting in Uganda. Neuropsychiatr Dis Treat 2024; 20:823-834. [PMID: 38601069 PMCID: PMC11005923 DOI: 10.2147/ndt.s454304] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/11/2023] [Accepted: 03/27/2024] [Indexed: 04/12/2024] Open
Abstract
Background Internet Gaming Disorder (IGD), recognized as a mental disorder in both the Diagnostic and Statistical Manual (DSM-5) and International Classification of Diseases (ICD-11), poses significant threats to physical, social, and mental well-being. This study aims to delve into the experiences of individuals grappling with IGD. Methods and Materials The study employed an interpretive phenomenology, conducting interviews with 10 graduate students at Makerere University. Participants were purposefully sampled until data saturation was achieved during interviews, which took place between May and July 2023. An interview guide facilitated data collection (Supplementary File 1), and thematic analysis was manually applied for data interpretation, utilizing intuition and imaginative approaches. Results The findings revealed that the majority of participants started gaming during childhood, starting with offline games. Exposure to gadgets and games, idle time, and stress emerged as key triggers for IGD. Participants reported experiencing sleep deficits, deteriorating interpersonal relationships, declining job performance, unhealthy eating habits, academic challenges, and wastage of money and time. The study also identified strategies employed by participants to mitigate their gaming behaviors, such as refraining from purchasing data, seeking support from friends, and uninstalling the game app, although relapses were common. Conclusion The study highlights a global pattern of early initiation into gaming, emphasizing the need for early intervention and preventive measures. Factors such as easy accessibility and affordability of gaming platforms, idleness, and stress play significant roles in motivating internet gaming, contributing to a higher prevalence among the studied population. The research underscores the adverse effects of IGD on students, affecting academic performance, interpersonal relationships, and job performance. Notably, participants demonstrate agency in addressing IGD through practical coping strategies, including controlling data access, seeking social support, and uninstalling games. These coping mechanisms provide valuable insights into the complex nature of addressing IGD and form a basis for developing targeted interventions and support systems within the higher education setting in Uganda.
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Affiliation(s)
- Viola Nalwoga
- Department of Community Psychology and Mental Health, Makerere University, Kampala City, Uganda
- Department of Psychiatry, Lira University, Lira City, Uganda
| | - Simon Kizito
- Department of Community Psychology and Mental Health, Makerere University, Kampala City, Uganda
| | - Eustes Kigongo
- Department of Environmental Health and Disease Control, Lira University, Lira City, Uganda
| | - Praise Atwine
- Department of Community Psychology and Mental Health, Makerere University, Kampala City, Uganda
| | - Amir Kabunga
- Department of Psychiatry, Lira University, Lira City, Uganda
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Schettler LM, Thomasius R, Paschke K. Emotional dysregulation predicts problematic gaming in children and youths: a cross-sectional and longitudinal approach. Eur Child Adolesc Psychiatry 2024; 33:605-616. [PMID: 36932230 PMCID: PMC10023309 DOI: 10.1007/s00787-023-02184-x] [Citation(s) in RCA: 4] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/12/2022] [Accepted: 02/27/2023] [Indexed: 03/19/2023]
Abstract
Adolescents show a high vulnerability for addictive gaming patterns on the one hand and immature emotion regulation (ER) abilities as a risk factor for mental disorders on the other hand. We investigated the predictive value of ER difficulties on problematic gaming (PG) considering age groups (children vs. youths) and gender cross-sectionally and prospectively in a representative sample of German adolescents via online survey with two measurement points 14 months apart. General Poisson, logistic, and multinomial regression models were estimated to predict gaming patterns by ER difficulties controlling for age group and gender. Results revealed ER difficulties to be significantly associated with PG. Moreover, subgroup analyses indicated differing ER patterns for children vs. youths and boys vs. girls: for children, higher PG values were associated with emotional awareness and emotional clarity whereas for youths it was the acceptance of emotional responses. Moreover, gender differences implicated that boys with PG had more deficits in goal-oriented behavior as well as emotional awareness while affected girls were lacking emotional clarity and had problems with the acceptance of their emotional responses. Interestingly, procrastination was a significant predictor for PG irrespective of subgroups. Furthermore, longitudinal analyses indicated that difficulties in ER promoted PG while stronger procrastination tendencies maintained it. With the inclusion of procrastination, which can be understood as a maladaptive ER strategy, a broader picture of ER difficulties as a risk factor for PG could be drawn. The findings support a better understanding of PG etiology and the development of targeted prevention and intervention measures.
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Affiliation(s)
- Leonie Marie Schettler
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Martinistraße 52, 20246, Hamburg, Germany
| | - Rainer Thomasius
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Martinistraße 52, 20246, Hamburg, Germany
| | - Kerstin Paschke
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Martinistraße 52, 20246, Hamburg, Germany.
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V S H, Abraham M, Prabhu S, Shi J, Dsouza DD. Mapping the theories, content, and outcomes of family-based interventions for children and young people with gaming disorder: A scoping review protocol. F1000Res 2023; 12:1178. [PMID: 38464737 PMCID: PMC10924826 DOI: 10.12688/f1000research.134800.1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 08/29/2023] [Indexed: 03/12/2024] Open
Abstract
Background Despite the growth of gaming disorders globally, evidence of the formal involvement of family in treating gaming disorders is limited. When children are affected by gaming disorder, the family may encounter challenges in managing the behavior and in the lack of information regarding the gaming disorder, resulting in inconsistent parenting, which may further exacerbate the problem. Thus, it is essential to involve the family in formal interventions. The current scoping review plans to identify the theories, content, and outcomes of family-based interventions for children and young people with gaming disorders. Methods This scoping review will follow the Joanna Briggs Institute (JBI) methodology. The population, Concept, and Context (PCC) were used to develop the review question. The studies published in the indexed databases will be searched systematically, and the reference list of included full texts will be searched for relevant studies. Intervention studies published in English from January 2010 to December 2022 will be included. Two independent reviewers will screen the studies against eligibility criteria. The data will be extracted and presented in a tabular and narrative style. Discussion This scoping review will help better understand content, outcomes, and theories underpinning family-based interventions for children and young people with gaming disorders. Findings will inform the stakeholders about the current topic and guide the potential research areas. Registration details: The protocol has been registered in Open Science Framework with the DOI: https://doi.org/10.17605/OSF.IO/TXWBH.
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Affiliation(s)
- Harshini V S
- Department ofOccupational Therapy, Manipal College of Health Professions, Manipal Academy of Higher Education, Manipal, Karnataka, India
| | - Mariam Abraham
- Department ofOccupational Therapy, Manipal College of Health Professions, Manipal Academy of Higher Education, Manipal, Karnataka, India
| | - Samyuktha Prabhu
- Department ofOccupational Therapy, Manipal College of Health Professions, Manipal Academy of Higher Education, Manipal, Karnataka, India
| | - Jing Shi
- Occupational Therapy Programme, Health and Social Sciences, Singapore Institute of Technology, Singapore, Singapore
| | - Deena Dimple Dsouza
- Department ofOccupational Therapy, Manipal College of Health Professions, Manipal Academy of Higher Education, Manipal, Karnataka, India
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Chen Z, Ren S, He R, Liang Y, Tan Y, Liu Y, Wang F, Shao X, Chen S, Liao Y, He Y, Li JG, Chen X, Tang J. Prevalence and associated factors of depressive and anxiety symptoms among Chinese secondary school students. BMC Psychiatry 2023; 23:580. [PMID: 37563573 PMCID: PMC10413612 DOI: 10.1186/s12888-023-05068-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/20/2023] [Accepted: 07/31/2023] [Indexed: 08/12/2023] Open
Abstract
BACKGROUND Depressive and anxiety symptoms affect about one-fourth of Chinese secondary school students. However, the prevalence and correlates of mental distress among secondary school students from Western China remain largely unexplored. This study aimed to examine the prevalence and associations of depressive and anxiety symptoms with demographic, family, school, life, and behavior factors in a large, representative sample of secondary school students in Zigong, a city in Western China. METHODS Secondary school students were recruited using cluster sampling. The 9-item Patient Health Questionnaire, the 7-item Generalized Anxiety Disorder Questionnaire, Multidimensional Peer-Victimization Scale, the Pittsburgh Sleep Quality Index, and Nine-Item Internet Gaming Disorder Scale-Short Form were used. Descriptive statistic was used to describe the sociodemographic characteristics of participants. The clustering effect was adjusted by the "survey" package of R to calculate weighted prevalence. Univariate and multivariate logistic regression were used to explore associated factors of depression and anxiety, respectively. RESULTS A total of 63,205 participants were involved, in which the weighted prevalence of depression in all subjects was 23.0% (95% CI: 19.6- 27.0%), and the weighted prevalence of anxiety was 13.9% (95% CI: 11.2- 17.0%). Logistic regression results showed girls, being single-child, non-nuclear family, peer bullying, sleep disturbance, and internet gaming disorder symptoms were positively associated with depressive and anxiety symptoms. CONCLUSION Depressive and anxiety symptoms were prevalent among secondary school students in Western China. Our results can guide policy strategies for the assessment, prevention, and intervention of psychological status among Chinese secondary school students.
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Affiliation(s)
- Zhangming Chen
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China
| | - Silan Ren
- Department of Nursing, Sichuan Vocational College of Health and Rehabilitation, Zigong, Sichuan, China
| | - Ruini He
- Department of Psychiatry, Zigong Mental Health Center, Zigong, Sichuan, China
| | - Yudiao Liang
- Department of Psychiatry, Zigong Mental Health Center, Zigong, Sichuan, China
| | - Youguo Tan
- Department of Psychiatry, Zigong Mental Health Center, Zigong, Sichuan, China
| | - Yi Liu
- Department of Psychiatry, Sir Run Run Shaw Hospital, Zhejiang University School of Medicine, Hangzhou, Zhejiang, China
| | - Fanglan Wang
- Department of Psychiatry, Sir Run Run Shaw Hospital, Zhejiang University School of Medicine, Hangzhou, Zhejiang, China
| | - Xu Shao
- Department of Psychiatry, Sir Run Run Shaw Hospital, Zhejiang University School of Medicine, Hangzhou, Zhejiang, China
| | - Shanshan Chen
- Department of Psychiatry, Sir Run Run Shaw Hospital, Zhejiang University School of Medicine, Hangzhou, Zhejiang, China
| | - Yanhui Liao
- Department of Psychiatry, Sir Run Run Shaw Hospital, Zhejiang University School of Medicine, Hangzhou, Zhejiang, China
| | - Ying He
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China
| | - Jin-Guang Li
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China
| | - Xiaogang Chen
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China.
| | - Jinsong Tang
- Department of Psychiatry, Zigong Mental Health Center, Zigong, Sichuan, China.
- Department of Psychiatry, Sir Run Run Shaw Hospital, Zhejiang University School of Medicine, Hangzhou, Zhejiang, China.
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Khor E, McNamara N, Columb D, McNicholas F. Neuroimaging findings in adolescent gaming disorder: a systematic review. Ir J Psychol Med 2023:1-13. [PMID: 37496266 DOI: 10.1017/ipm.2023.36] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 07/28/2023]
Abstract
OBJECTIVES Gaming disorder is a growing concern affecting adolescents, exacerbated by the impact of recent COVID-19 restrictions. The World Health Organization has recently included gaming disorder in the 11th International Classification of Diseases (ICD-11). However, there is still an ongoing debate about the validity and reliability of the proposed clinical criteria, despite growing neurobiological evidence in this cohort. Systematic reviews in this area have focused mainly on adults or mixed adult/adolescent populations. Therefore, this systematic review explored the neuroimaging literature in adolescents (under 18 years old) with gaming disorder. METHODS Using PRISMA 2020 guidelines, 3288 primary studies were identified from PubMed, CINAHL Plus, PsycINFO and Web of Science. After applying inclusion and exclusion criteria (appropriate title, abstract, comparison group used within study, English-language, neuroimaging and mean age under 18), 24 studies were included in this review. RESULTS Functional and structural brain alterations in adolescent gaming disorder were noted across several imaging modalities, including electroencephalogram (EEG), functional magnetic resonance imaging (fMRI) and structural magnetic resonance imaging (MRI). Compared with healthy controls, adolescents with gaming disorder demonstrated neurological changes comparable to substance addiction, namely impairments in emotional regulation, reward-seeking, inhibition and increased risky decision-making. Positive brain adaptations in the areas of visuospatial processing and memory were observed. CONCLUSIONS A number of key brain regions are affected in adolescent gaming disorder. These findings can help clinicians understand adolescent presentations with gaming disorder from a neurobiological perspective. Future studies should focus on forming a robust neurobiological and clinical framework for adolescent gaming disorder.
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Affiliation(s)
- E Khor
- University College Dublin, Belfield, Dublin 4, Ireland
| | - N McNamara
- Department of Child and Adolescent Psychiatry, St John of God Hospital, Stillorgan, Co Dublin, Ireland
| | - D Columb
- Linn Dara CAMHS North Kildare, Celbridge, Co Kildare, Ireland
| | - F McNicholas
- University College Dublin, Belfield, Dublin 4, Ireland
- Department of Paediatric Liaison Psychiatry, CHI Crumlin, Crumlin, Dublin 12, Ireland
- Lucena CAMHS Rathgar, Orwell Road, Rathgar, Dublin 6, Ireland
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Fraser R, Slattery J, Yakovenko I. Escaping through video games: Using your avatar to find meaning in life. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2023.107756] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/29/2023]
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Monley CM, Liese BS, Oberleitner LM. Gamers' and non-gamers' perspectives on the development of problematic video game play. CURRENT PSYCHOLOGY 2023; 43:1-10. [PMID: 36776145 PMCID: PMC9900197 DOI: 10.1007/s12144-023-04278-w] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 01/15/2023] [Indexed: 02/09/2023]
Abstract
Gaming Disorder was recently included in the 11th Edition of the International Classification of Diseases and Internet Gaming Disorder may be introduced in the sixth edition of The Diagnostic and Statistical Manual. Much is not understood about how problems with video games develop. This qualitative study aimed to better understand the development of problematic gaming through focus groups. Eleven young adult "frequent gamers," twelve young adult "non-frequent or non-gamers," and five older adult "non-gamers" discussed vulnerabilities and risk factors of problematic gaming. Participants across all groups believed that problematic gaming developed when people used video games as a primary means of meeting basic psychological needs that were unsatisfied, thwarted, or blocked outside of video games. Frequent and non-frequent gamers, compared to older adult non-gamers, were more likely to view video games as a healthy way to meet basic psychological needs and less likely to stereotype gamers. Video games are equipped to meet basic psychological needs for autonomy, competence, and relatedness. That is, gamers often experience a sense of agency, skill, and connection to others when playing video games. However, problematic gaming may develop when people with unmet psychological needs rely exclusively on video games to meet them. Treatment and prevention approaches to problematic gaming can benefit from greater attention to helping at risk individuals meet needs for autonomy, competence, and relatedness outside of video games.
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Affiliation(s)
- Corey M. Monley
- Department of Educational and Counseling Psychology, University at Albany-State University of New York, 1400 Washington Ave, Catskill 228, Albany, NY 12222 USA
- Cofrin Logan Center for Addiction Research and Treatment, University of Kansas, Lawrence, KS USA
| | - Bruce S. Liese
- Cofrin Logan Center for Addiction Research and Treatment, University of Kansas, Lawrence, KS USA
- Department of Family Medicine and Community Health, University of Kansas Medical Center, Kansas City, KS USA
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Development of an Instrument to Assess Expectations for the Use of Online Gaming, Social Networking Sites, and Online Pornography: the Marburg Internet Use Expectations (MINUS-X) Questionnaire. Int J Ment Health Addict 2023. [DOI: 10.1007/s11469-022-00960-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 02/02/2023] Open
Abstract
AbstractUser’s expectations contribute to the maintenance of problematic use of online gaming (OG), social networking (SN), and online pornography (OP). Since an instrument to assess use expectations across applications is lacking, this study aimed at developing and testing such a questionnaire. It consists of a general module (GM), which includes expectations relevant to all three applications, and three application-specific modules. A pilot and a validation study were conducted with 2880 German adults. We conducted item analyses, exploratory factor analyses (EFA), exploratory structural equation modelling, and correlation analyses. The EFA revealed six factors for the GM and two factors for each specific module. The GM demonstrated measurement invariance between applications. The instrument showed excellent psychometric properties, indicating its suitability for assessing expectations concerning the use of OG, SN, and OG reliably and validly. It could be helpful for treating patients with problematic use of the applications and investigating the role of the relevant expectations.
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Rodríguez-Ruiz F, Marí-Sanmillán MI, Benito A, Castellano-García F, Sánchez-Llorens M, Almodóvar-Fernández I, Haro G. Relationship of Gaming Disorder with parenting based on low affection-communication and personality trait of neuroticism in adolescents. Front Psychol 2023; 14:1147601. [PMID: 37179866 PMCID: PMC10174293 DOI: 10.3389/fpsyg.2023.1147601] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/18/2023] [Accepted: 04/12/2023] [Indexed: 05/15/2023] Open
Abstract
Background Gaming Disorder is increasingly common in adolescents. We aimed to evaluate the relationship between parenting, personality traits, and Gaming Disorder. Methods An observational and cross-sectional study in six secondary schools of Castelló, obtaining a final sample of 397 students. Results Adolescents with Gaming Disorder had lower scores in Adolescent Affection-Communication (F = 8.201; p < 0.001), Father's Warmth (F = 3.459; p = 0.028), and Father's Acceptance/Involvement (F = 5.467; p = 0.003), and higher scores in Mother's Revoking Privileges (F = 4.277; p = 0.034) and Father's Indifference (F = 7.868; p = 0.002) than healthy participants. Male sex was a risk factor for Gaming Disorder (OR = 12.221; p = 0.004), while Adolescent Affection-Communication (OR = 0.908; p = 0.001) and Agreeableness (OR = 0.903; p = 0.022) were protective factors. Data modeling described the protective effect that Adolescent Affection-Communication had on Gaming Disorder, which was both directly (B = -0.20; p < 0.001) and indirectly mediated by Neuroticism (B = -0.20; p < 0.001), while Neuroticism itself was a risk factor for Gaming Disorder (B = 0.50; p < 0.001). Conclusion These results reflect that Parental style with low affection and communication was directly and indirectly related to the Gaming Disorder, as well as male sex and personality trait of Neuroticism.
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Affiliation(s)
- Francesc Rodríguez-Ruiz
- Department of Mental Health, Consorci Hospitalari Provincial de Castelló, Castelló de la Plana, Spain
- TXP Research Group, Universidad Cardenal Herrera-CEU, CEU Universities, Castelló de la Plana, Spain
- *Correspondence: Francesc Rodríguez-Ruiz,
| | - María Isabel Marí-Sanmillán
- TXP Research Group, Universidad Cardenal Herrera-CEU, CEU Universities, Castelló de la Plana, Spain
- Department of Educational Sciences, Universidad Cardenal Herrera-CEU, CEU Universities, Castelló de la Plana, Spain
| | - Ana Benito
- TXP Research Group, Universidad Cardenal Herrera-CEU, CEU Universities, Castelló de la Plana, Spain
- Torrente Mental Health Unit, Hospital General de Valencia, Valencia, Spain
| | - Francisca Castellano-García
- TXP Research Group, Universidad Cardenal Herrera-CEU, CEU Universities, Castelló de la Plana, Spain
- Department of Educational Sciences, Universidad Cardenal Herrera-CEU, CEU Universities, Castelló de la Plana, Spain
| | - Marta Sánchez-Llorens
- TXP Research Group, Universidad Cardenal Herrera-CEU, CEU Universities, Castelló de la Plana, Spain
- Mislata Mental Health Unit, Hospital de Manises, Manises, Spain
| | - Isabel Almodóvar-Fernández
- TXP Research Group, Universidad Cardenal Herrera-CEU, CEU Universities, Castelló de la Plana, Spain
- Nursing Unit Predepartmental, Universitat Jaume I, Castelló de la Plana, Spain
| | - Gonzalo Haro
- Department of Mental Health, Consorci Hospitalari Provincial de Castelló, Castelló de la Plana, Spain
- TXP Research Group, Universidad Cardenal Herrera-CEU, CEU Universities, Castelló de la Plana, Spain
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Akbari M, Bahadori MH, Khanbabaei S, Milan BB, Horvath Z, Griffiths MD, Demetrovics Z. Psychological predictors of the co-occurrence of problematic gaming, gambling, and social media use among adolescents. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2022.107589] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/13/2022]
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Hou CY, Rutherford R, Chang H, Chang FC, Shumei L, Chiu CH, Chen PH, Chiang JT, Miao NF, Chuang HY, Tseng CC. Children's mobile-gaming preferences, online risks, and mental health. PLoS One 2022; 17:e0278290. [PMID: 36454977 PMCID: PMC9714941 DOI: 10.1371/journal.pone.0278290] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/16/2021] [Accepted: 11/15/2022] [Indexed: 12/02/2022] Open
Abstract
This study examined the relationships between children's mobile gaming preferences, online risks, and mental health. Data were obtained from a sample of 2,702 third and fourth grade students from 16 elementary schools in Taiwan and 9 schools in China. A self-administered questionnaire was used. The mental state of the children who participated in the study was assessed using the Strengths and Difficulties Questionnaire (SDQ), while mobile gaming addiction was assessed using the short form of the Internet Gaming Disorders Scale (IGDS9-SF). The results showed that about 54% of children played mobile games with others (multi-player), while 31% played mobile games alone, and 15% did not play mobile games. Multiple logistic regression results indicated that behaviors such as participating in multi-player games, playing violent games, a poor parent-child relationship, and living in a rural area were associated with a greater risk of mobile gaming addiction. Involvement in multi-player games, playing violent games, mobile gaming addiction, and exposure to mobile violence/pornography were associated with greater risks of cyber aggression/victimization. Multiple regression results showed that being a multi-player, playing violent games, mobile gaming addiction, exposure to violence/pornography, exposure to cyber aggression/victimization, and having a poor parent-child relationship were associated with emotional and behavioral problems.
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Affiliation(s)
- Chun-Yin Hou
- Department of Family Medicine, Taipei City Hospital, Zhongxiao Branch, Taipei, Taiwan
| | - Ru Rutherford
- Department of Health Promotion and Health Education, National Taiwan Normal University, Taipei, Taiwan
| | - Hsi Chang
- Department of Pediatrics, School of Medicine, College of Medicine, Taipei Medical University, Taipei, Taiwan
| | - Fong-Ching Chang
- Department of Health Promotion and Health Education, National Taiwan Normal University, Taipei, Taiwan
| | - Liu Shumei
- Department of Preschool Education, Jing Hengyi College of Education, Hangzhou Normal University, Hangzhou, China
| | - Chiung-Hui Chiu
- Graduate Institute of Information and Computer Education, National Taiwan Normal University, Taipei, Taiwan
| | - Ping-Hung Chen
- The Graduate Institute of Mass Communication, National Taiwan Normal University, Taipei, Taiwan
| | - Jeng-Tung Chiang
- Department of Statistics, National Chengchi University, Taipei, Taiwan
| | - Nae-Fang Miao
- Post-Baccalaureate Program in Nursing, College of Nursing, Taipei Medical University, Taipei, Taiwan
| | - Hung-Yi Chuang
- Department of Public Health, Kaohsiung Medical University, Kaohsiung, Taiwan
| | - Chie-Chien Tseng
- Department of Health Promotion and Health Education, National Taiwan Normal University, Taipei, Taiwan
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Gao YX, Wang JY, Dong GH. The prevalence and possible risk factors of internet gaming disorder among adolescents and young adults: Systematic reviews and meta-analyses. J Psychiatr Res 2022; 154:35-43. [PMID: 35926424 DOI: 10.1016/j.jpsychires.2022.06.049] [Citation(s) in RCA: 89] [Impact Index Per Article: 29.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/28/2021] [Revised: 06/08/2022] [Accepted: 06/24/2022] [Indexed: 11/18/2022]
Abstract
BACKGROUND As a spreading addictive behaviour in recent years, internet gaming disorder (IGD) has been studied a lot and the overall research results indicate that IGD has a high prevalence among adolescents and young adults (AYAs). To update the status quo of prevalence, it is necessary to conduct comprehensive analyses. METHODS On the premise of following the PRISMA statement, the study conducted two systematic reviews and meta-analyses to assess the global prevalence of IGD among AYAs and identify its possible risk factors. To achieve the goals, PubMed and CNKI databases were used to select the concerned studies published up to May 31, 2021. Heterogeneity was assessed using a funnel plot, Begg's test, Egger's test, and trim-and-fil method, followed by sensitivity analysis, subgroup analysis, and meta-regression analysis. RESULTS For the meta-analysis of prevalence, 407,620 participants from 155 reports in 33 countries were included. The pooled prevalence of IGD among AYAs was 9.9% (95% CI: 8.6%-11.3%, P = 0.000, I2 = 94.4%), including 8.8% (95% CI: 7.5%-10.0%) among adolescents and 10.4% (95% CI: 8.8%-11.9%) among young adults. The following 12 factors are the possible risk factors of IGD among AYAs, which are stress, long average game time, family dysfunction, poor academic performance, being bullied, bullying, interpersonal problems, hyperactivity/inattention, anxiety, depression, emotional distress and low self-esteem. CONCLUSIONS This study confirms the prevalence and possible risk factors for IGD among AYAs. It's valuable in understanding the threat of IGD and finding intervention strategies for IGD among AYAs.
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Affiliation(s)
- Yuan-Xia Gao
- College of Educational Science, Shenyang Normal University, Shenyang, China
| | - Jiang-Yang Wang
- College of Educational Science, Shenyang Normal University, Shenyang, China.
| | - Guang-Heng Dong
- Center for Cognition and Brain Disorders, The Affiliated Hospital of Hangzhou Normal University, Hangzhou, China; Institute of Psychological Science, Hangzhou Normal University, Hangzhou, China; Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, China.
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Alsunni AA, Latif R. Internet gaming disorder and its correlates among university students, Saudi Arabia. J Family Community Med 2022; 29:217-222. [PMID: 36389029 PMCID: PMC9664466 DOI: 10.4103/jfcm.jfcm_129_22] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/30/2022] [Revised: 07/01/2022] [Accepted: 07/26/2022] [Indexed: 05/24/2023] Open
Abstract
BACKGROUND Over-indulgence in online/offline video games could result in the development of internet gaming disorder (IGD). Knowledge of the prevalence and correlates of IGD may help to understand its etiology. The aim of the present study was to estimate IGD and its psychological/game-related correlates in Saudi university students. MATERIALS AND METHODS For this cross-sectional study, 843 students registered in a university in Saudi Arabia filled an online survey comprising diagnostic criteria of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5), hospital anxiety and depression scale, Rosenberg self-esteem scale, social phobia inventory scale, satisfaction with life scale, and subjective happiness (SH) scale. For data analysis, an independent sample t-test, Pearson correlation coefficient/Chi-square test, and multiple linear regression followed by hierarchical regressions were used. RESULTS The frequency of IGD was 21.5%. Total game time/day, years of playing games, and social phobia were significantly higher in subjects with IGD (P = 0.001, <0.001, and <0.001, respectively), whereas SH was significantly lower (P < 0.001). Tendency to IGD had a significant positive correlation with social phobia, total game time/day, and years of playing games and a negative correlation with SH. Total game time/day, years of playing games, and social phobia were significant positive predictors of tendency to IGD, whereas SH was a negative predictor. The rest of all variables were insignificant predictors. CONCLUSION The frequency of IGD in Saudi university students identified by DSM-5 criteria was relatively high (21.5%). The prediction of the severity of IGD could be based on social phobia, total game time/day, number of years of playing games, and SH.
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Affiliation(s)
- Ahmed A. Alsunni
- Department of Physiology, College of Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Rabia Latif
- Department of Physiology, College of Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
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Rojas-Jara C, Polanco-Carrasco R, Navarro-Castillo R, Faúndez-Castillo F, Chamorro-Gallardo M. “Game (not) Over”: A Systematic Review of Video Game Disorder in Adolescents. REVISTA COLOMBIANA DE PSICOLOGÍA 2022. [DOI: 10.15446/rcp.v31n2.90741] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022] Open
Abstract
This study aims to characterize video game use disorder in adolescents, identifying the particularities of those who present it, its effects at the brain level, related factors, and existing measurement instruments. A systematic review of the scientific publications available in Scopus was carried out, between the period 2014-2018 on video game use disorder in adolescents. Adolescents with this disorder are characterized by being mostly men, spending more time daily and weekly playing than adolescents without this disorder, showing diverse symptoms in the behavioral, affective, and cognitive areas. At brain level, it is referred that in this disorder there is an increase and decrease in the activation of specific areas of the brain. Likewise, the presence of some psychological disorder and impulsivity are considered factors that increase the risk of suffering from it. However, there are protective factors as school commitment and parental supervision, among others.
How to cite: Rojas-Jara, C., Polanco-Carrasco, R., Navarro-Castillo, R., Faúndez-Castillo, F., & Chamorro-Gallardo, M. (2022). “Game (not) Over”: A Systematic Review of Video Game Disorder in Adolescents. Revista Colombiana de Psicología, 31(2), 45-64. https://doi.org/10.15446/rcp.v31n2.90741
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Hamid MS, Abo Hamza E, Hussain Z, AlAhmadi A. The Association Between Internet Gaming Disorder and Sensation Seeking Among Arab Adolescents. Front Psychiatry 2022; 13:905553. [PMID: 35911214 PMCID: PMC9334920 DOI: 10.3389/fpsyt.2022.905553] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/27/2022] [Accepted: 06/15/2022] [Indexed: 11/13/2022] Open
Abstract
Research on internet gaming disorder (IGD) has increased considerably over the last decade. Although most IGD research has focused on Western or South Asian samples, it is critical to understand and assess this disorder among other populations. The present study investigated the association between IGD and sensation seeking among Arab adolescents. An online survey consisting of the short internet gaming disorder short scale (IGDSS) and brief sensation seeking scale (B-SSS) was completed by 260 participants (mean age = 14.61, SD = 2.43). The results showed that sensation seeking behaviours were associated with higher gaming hours and greater chances of exhibiting IGD. The findings support the current perspective of understanding this disorder from a disease framework as it highlights the relevance of behavioural components in gaming addiction. Importantly, the results will further aid the development of reliable diagnosis and efficacious treatments within clinical practices.
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Affiliation(s)
| | - Eid Abo Hamza
- College of Humanities and Sciences, Ajman University, Ajman, United Arab Emirates
- Faculty of Education, Tanta University, Tanta, Egypt
| | - Zaheer Hussain
- School of Social Sciences, Nottingham Trent University, Nottingham, United Kingdom
| | - Aisha AlAhmadi
- Department of Psychological Sciences, Qatar University, Doha, Qatar
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Wang J, Hao QH, Tu Y, Peng W, Wang Y, Li H, Zhu TM. Assessing the Association Between Internet Addiction Disorder and Health Risk Behaviors Among Adolescents and Young Adults: A Systematic Review and Meta-Analysis. Front Public Health 2022; 10:809232. [PMID: 35433568 PMCID: PMC9010676 DOI: 10.3389/fpubh.2022.809232] [Citation(s) in RCA: 17] [Impact Index Per Article: 5.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/04/2021] [Accepted: 02/24/2022] [Indexed: 11/13/2022] Open
Abstract
BackgroundInternet addiction disorder (IAD) is a global issue that has resulted in a slew of physical and emotional consequences. Studies have indicated that health risk behaviors might be the risk factors for IAD. The published literature on the correlation between the two is lacking. Therefore, we conducted a comprehensive analysis to understand better the link between IAD and health risk behaviors among adolescents and young adults.MethodsWe searched ten electronic databases for relevant articles. Data were extracted based on IAD and health risk behaviors ( alcohol, smoking, suicidal, gambling and drug abuse). We calculated odds ratios (ORs), a pooled correlation coefficient (r) and 95% confidence intervals (CIs). A fixed-effect model was applied to summarize the pooled effects. Heterogeneity was examined using I2 statistics and Cochran's Q statistics. All analyses were conducted by using Stata version 15.0.ResultsA total of 16 studies and 61,823 participants were included in this study. Meta-analysis showed that IAD was positively correlated with drinking (r = 0.35; 95% CI 0.32–0.37) and smoking (r = 0.12; 95%CI 0.10–0.15), and was associated with an increased risk of suicidal behavior (OR= 1.95; 95% CI 1.65–2.30), drinking (OR= 1.75; 95% CI 1.65–1.85), and smoking (OR= 1.63; 95% CI 1.54–1.72) among adolescents.ConclusionWe found significantly increased risks of suicidal behavior, drinking, and smoking in adolescents and young adults with IAD. These findings are important to expand our understanding of IAD and have great guiding significance for preventing health risk behaviors of adolescents and young adults.Systematic Review Registrationhttps://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42021257729, identifier: PROSPERO CRD42021257729.
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Affiliation(s)
- Jun Wang
- School of Rehabilitation and Health Preservation, Chengdu University of Traditional Chinese Medicine, Chengdu, China
| | - Qing-hong Hao
- School of Rehabilitation and Health Preservation, Chengdu University of Traditional Chinese Medicine, Chengdu, China
| | - Yang Tu
- School of Rehabilitation and Health Preservation, Chengdu University of Traditional Chinese Medicine, Chengdu, China
| | - Wei Peng
- School of Acupuncture and Tuina, Chengdu University of Traditional Chinese Medicine, Chengdu, China
| | - Yang Wang
- School of Acupuncture and Tuina, Chengdu University of Traditional Chinese Medicine, Chengdu, China
| | - Hui Li
- School of Preclinical Medicine, Chengdu University, Chengdu, China
- *Correspondence: Hui Li
| | - Tian-min Zhu
- School of Rehabilitation and Health Preservation, Chengdu University of Traditional Chinese Medicine, Chengdu, China
- Tian-min Zhu
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Jeon HG, Jeong EJ, Lee SJ, Kim JA. Exploring the Mechanism of Pathological Gaming in Adolescents: Focused on the Mediation Paths and Latent Group Comparison. Front Psychol 2022; 12:756328. [PMID: 35095645 PMCID: PMC8789677 DOI: 10.3389/fpsyg.2021.756328] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/10/2021] [Accepted: 11/30/2021] [Indexed: 11/24/2022] Open
Abstract
Pathological gaming among adolescents has been reported to hamper the achievement of a balanced life and to threaten the development of social competencies. Despite the increasing social concerns on the adolescent users, however, the mechanism of gaming behavior of adolescents has not been sufficiently examined. This study explored the mechanism of pathological gaming among adolescents from 3-year longitudinal data of 778 Korean adolescent gamers, by analyzing the effects of negative affects (i.e., anxiety, loneliness, and academic stress) on the degree of pathological gaming through the mediation variables (i.e., aggression and self-control) based on the stimulus-organism-response (S-O-R) framework. Latent class analysis (LCA) was used to uncover potential risk groups, and through partial least squares-structural equation modeling (PLS-SEM) analysis, the mediation pathways to pathological gaming were compared between the risk group and the non-risk group. The results highlighted the key role of academic stress on the degree of pathological gaming. In the entire group, academic stress primarily increased pathological gaming through self-control. The mediation path of self-control was the most influential result in the risk group. Aggression was the key mediator between loneliness and pathological gaming in the non-risk group. The theoretical and practical implications of the results were discussed.
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Affiliation(s)
- Hyeon Gyu Jeon
- Department of Digital Culture and Contents, Konkuk University, Seoul, South Korea
| | - Eui Jun Jeong
- Department of Digital Culture and Contents, Konkuk University, Seoul, South Korea
| | - Sung Je Lee
- Department of Digital Culture and Contents, Konkuk University, Seoul, South Korea
| | - Jeong Ae Kim
- Department of Humanities Counseling and Therapy, Konkuk University, Seoul, South Korea
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Bonnaire C, Müller T. Étude des relations entre régulation émotionnelle (intra- et interpersonnelle), construction de l’identité et usages des jeux vidéo à l’adolescence. ANNALES MEDICO-PSYCHOLOGIQUES 2022. [DOI: 10.1016/j.amp.2022.01.023] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/10/2023]
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Examining the DSM-5 Internet Gaming Disorder Criteria in Filipino Gamers: a Factor- and Person-Centered Approach. Int J Ment Health Addict 2022. [DOI: 10.1007/s11469-022-00759-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/19/2022] Open
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Vahidi M, Zamanzadeh V, Musavi S, Roshangar F, Janani R. Gaming disorder among students of Tabriz University of Medical Sciences: The frequency and related factors. Med J Islam Repub Iran 2021; 35:98. [PMID: 34956944 PMCID: PMC8683789 DOI: 10.47176/mjiri.35.98] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/11/2020] [Indexed: 11/09/2022] Open
Abstract
Background: Gaming disorder has been identified as a health problem. Disorders in emerging adulthood might negatively affect individuals’ attitude toward the world, their communication with others, and formation of their personal identity. Thus, the present study was performed to identify the frequency of gaming disorder and its related factors among students of Tabriz University of Medical Sciences.
Methods: A total of 813 undergraduate students of Tabriz University of Medical Sciences participated in this descriptive correlational study in 2018. All students filled the personal-social information form and Social Readjustment Rating Scale, and gamers filled gaming behaviors form and Internet gaming disorder-20 test (IGD). Data were analyzed using descriptive statistics and Pearson correlation coefficient, t- test, ANOVA, chi-square, and multiple linear regression.
Results: A total of 394 (48.5%) students were currently playing games. The mean of IGD scores among the gamers was 45.47 ±13.93, and 17 (4.3%) of them were recognized as having gaming disorder. The frequency of the disorder among all students was 17 (2.1%). Being male, playing online games, and having access to all 3 gaming devices (computer, smart phone, and tablet) were recognized as determining factors of gaming disorder.
Conclusion: This study revealed that almost half of the university students were playing video and or on line games; however, a low percentage of the gamers had addictive gaming behaviors. The results indicated the necessity of applying modifications to individuals’ gaming methods as well as implementing the individual and family-centered interventions to prevent and manage gaming disorder.
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Affiliation(s)
- Maryam Vahidi
- Research Center of Psychiatry and Behavioral Sciences, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Vahid Zamanzadeh
- Faculty of Nursing and Midwifery, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Saeed Musavi
- Faculty of Health, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Fariborz Roshangar
- Faculty of Nursing and Midwifery, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Raheleh Janani
- Faculty of Nursing and Midwifery, Tabriz University of Medical Sciences, Tabriz, Iran
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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.
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Akbari M, Seydavi M, Spada MM, Mohammadkhani S, Jamshidi S, Jamaloo A, Ayatmehr F. The Big Five personality traits and online gaming: A systematic review and meta-analysis. J Behav Addict 2021; 10:611-625. [PMID: 34432645 PMCID: PMC8997197 DOI: 10.1556/2006.2021.00050] [Citation(s) in RCA: 14] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/21/2021] [Revised: 06/28/2021] [Accepted: 07/07/2021] [Indexed: 12/15/2022] Open
Abstract
Online gaming has become an essential form of entertainment with the advent of technology and a large sway of research has been undertaken to understand its various permutations. Previous reviews have identified associations between the Big Five personality traits and online gaming, but a systematic review and meta-analysis on the association between these constructs has yet to be undertaken. In the current study we aimed to fill this gap in the literature through a systematic review and meta-analysis comprising of 17 studies and 25,634 individuals (AgeMean = 26.55, males = 75%). The findings showed that agreeableness, extraversion, openness to experience, and neuroticism were not ubiquitously associated with online gaming. The findings showed that only conscientiousness, across samples, had a protective role in online gaming. Furthermore, there were non-significant variations in the Big Five personality traits associations with online gaming when comparing gamers to the general population, younger versus older participants, casual versus 'hardcore' gamers, and high versus low traits (with the exception of neuroticism). As a result of our observations, the underlying mechanisms of individual differences in online gaming remain unclear. Limitations and future directions for research are discussed.
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Affiliation(s)
- Mehdi Akbari
- Department of Clinical Psychology, Faculty of Psychology and Education, Kharazmi University, Tehran, Iran
| | - Mohammad Seydavi
- Department of Clinical Psychology, Faculty of Psychology and Education, Kharazmi University, Tehran, Iran
| | - Marcantonio M. Spada
- Division of Psychology, School of Applied Sciences, London South Bank University, London, UK
| | - Shahram Mohammadkhani
- Department of Clinical Psychology, Faculty of Psychology and Education, Kharazmi University, Tehran, Iran
| | - Shiva Jamshidi
- Department of Clinical Psychology, Faculty of Psychology and Education, Kharazmi University, Tehran, Iran
| | - Alireza Jamaloo
- Department of Clinical Psychology, Faculty of Psychology and Education, Kharazmi University, Tehran, Iran
| | - Fatemeh Ayatmehr
- Department of Clinical Psychology, Faculty of Psychology and Education, Kharazmi University, Tehran, Iran
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Requirements of a Group Intervention for Adolescents with Internet Gaming Disorder in a Clinical Setting: A Qualitative Interview Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18157813. [PMID: 34360106 PMCID: PMC8345715 DOI: 10.3390/ijerph18157813] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 06/28/2021] [Revised: 07/15/2021] [Accepted: 07/21/2021] [Indexed: 12/21/2022]
Abstract
Internet gaming disorder (IGD) has become an important health concern in a significant proportion of adolescents. Intervention studies in this age group are scarce, mostly follow quantitative designs, and rarely consider adolescents' experiences. This study aimed to evaluate the requirements for a group therapy program for adolescents with IGD. A qualitative interview study was conducted in a German clinic for addictive disorders in childhood and adolescence with nine participants (seven IGD patients (12-18 years, M = 15.86, SD = 1.95) and two psychotherapists). The semi-structured interviews addressed helpful contents, general conditions, and suggestions for alterations for an effective group intervention. Data were analyzed using content structuring qualitative analysis. Patient interview data resulted in 234 codings with eight main categories. Expert interview data yielded 151 codings with six main categories. The following treatment components were described as effective by the participants and experts: psychoeducation, emotion management, behavior analysis and modification, social skills training, parent participation, and relapse prevention. Additionally, adolescents emphasized the importance of group functionality for coherence, feedback and rewards, content presentation, physical activity and fun. The results are a valuable addition to findings from quantitative studies on IGD interventions and an interesting starting point for further representative studies.
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Liu Y, Gong R, Yu Y, Xu C, Yu X, Chang R, Wang H, Wang S, Wang Q, Cai Y. Longitudinal predictors for incidence of internet gaming disorder among adolescents: The roles of time spent on gaming and depressive symptoms. J Adolesc 2021; 92:1-9. [PMID: 34246122 DOI: 10.1016/j.adolescence.2021.06.008] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/14/2021] [Revised: 06/17/2021] [Accepted: 06/26/2021] [Indexed: 01/20/2023]
Abstract
INTRODUCTION Internet gaming disorder (IGD) was popular among adolescents worldwide, but whether some associated factors could contribute to the development of IGD was unclear. This longitudinal study explored the temporal stability of IGD over one year and determined the predictors for IGD incidence. METHODS Participants were 1121 adolescents from six junior high schools in Shanghai, China (50.6% males; median age = 13.0 years). The baseline and follow-up questionnaire survey measured IGD, time spent on gaming, depressive symptoms, insomnia condition, substance use and background variables from 7th to 8th grade. Multivariate logistic regression analysis was conducted to test the associations between other factors and IGD incidence. RESULTS IGD incidence was 7.7% at one-year follow-up. Gender, family financial condition, parental educational level, time spent on gaming, insomnia condition and depressive symptoms were associated with IGD incidence in univariate analysis, whereas only gender, family financial condition, time spent on gaming and depressive symptoms were associated with IGD incidence in multivariate logistic regression. CONCLUSIONS IGD might persist for years during adolescence. After controlling for sociodemographic factors, time spent on gaming and depressive symptoms were independent predictors for IGD incidence.
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Affiliation(s)
- Yujie Liu
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China
| | - Ruijie Gong
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China
| | - Yuelin Yu
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China
| | - Chen Xu
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China
| | - Xiaoyue Yu
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China
| | - Ruijie Chang
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China
| | - Huwen Wang
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China
| | - Suping Wang
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China
| | - Qian Wang
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China.
| | - Yong Cai
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China.
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The effect of negative life events on college students’ depression: the mediating role of internet addiction and the moderating role of 5-HTT1A gene rs6449693 polymorphism. CURRENT PSYCHOLOGY 2021. [DOI: 10.1007/s12144-021-01888-0] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
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Concerto C, Rodolico A, Avanzato C, Fusar-Poli L, Signorelli MS, Battaglia F, Aguglia E. Autistic Traits and Attention-Deficit Hyperactivity Disorder Symptoms Predict the Severity of Internet Gaming Disorder in an Italian Adult Population. Brain Sci 2021; 11:brainsci11060774. [PMID: 34207989 PMCID: PMC8230698 DOI: 10.3390/brainsci11060774] [Citation(s) in RCA: 21] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/13/2021] [Revised: 05/31/2021] [Accepted: 06/07/2021] [Indexed: 12/18/2022] Open
Abstract
Over the last decade, internet gaming has been a fast-growing recreational activity. Gamers risk their leisure activity becoming an addiction. In the present study, we aimed to measure the prevalence of Internet Gaming Disorder (IGD) in an adult population of video game players and to investigate the association between demographic variables, Autism Spectrum Disorder (ASD) traits, Attention-Deficit Hyperactivity Disorder (ADHD) severity, and IGD in adults. Through an online survey, we recruited 4260 individuals aged between 18 and 55 years old, who were members of online communities of video gamers. We collected demographic data and administered three questionnaires: the Internet Gaming Disorder Scale-Short Form (IGD9-SF), the Autism Spectrum Quotient (AQ), and the Adult ADHD Self-Report Scale (ASRS). Of the overall sample, 29.67% scored above the cut-off of 21 points for the IGD9-SF. Multiple linear regression models showed that daily spare time, autistic traits, and ADHD symptoms were positively associated with the severity of IGD in adults, after controlling for demographic variables. Future studies are required in order to explore factors linked to IGD in adults.
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Affiliation(s)
- Carmen Concerto
- Psychiatry Unit, Department of Clinical and Experimental Medicine, University of Catania, 95123 Catania, Italy; (C.C.); (C.A.); (L.F.-P.); (M.S.S.); (E.A.)
| | - Alessandro Rodolico
- Psychiatry Unit, Department of Clinical and Experimental Medicine, University of Catania, 95123 Catania, Italy; (C.C.); (C.A.); (L.F.-P.); (M.S.S.); (E.A.)
- Correspondence:
| | - Chiara Avanzato
- Psychiatry Unit, Department of Clinical and Experimental Medicine, University of Catania, 95123 Catania, Italy; (C.C.); (C.A.); (L.F.-P.); (M.S.S.); (E.A.)
| | - Laura Fusar-Poli
- Psychiatry Unit, Department of Clinical and Experimental Medicine, University of Catania, 95123 Catania, Italy; (C.C.); (C.A.); (L.F.-P.); (M.S.S.); (E.A.)
| | - Maria Salvina Signorelli
- Psychiatry Unit, Department of Clinical and Experimental Medicine, University of Catania, 95123 Catania, Italy; (C.C.); (C.A.); (L.F.-P.); (M.S.S.); (E.A.)
| | - Fortunato Battaglia
- Department of Medical Sciences, Neurology and Psychiatry, Hackensack Meridian School of Medicine, Nutley, NJ 07110, USA;
| | - Eugenio Aguglia
- Psychiatry Unit, Department of Clinical and Experimental Medicine, University of Catania, 95123 Catania, Italy; (C.C.); (C.A.); (L.F.-P.); (M.S.S.); (E.A.)
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Nasution S, Amin MM, Effendy E. Case Report: Coronavirus Disease-19 Pandemic Associated Gaming Disorder. Open Access Maced J Med Sci 2021. [DOI: 10.3889/oamjms.2021.6352] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/05/2022] Open
Abstract
Background: Self-quarantine and social distancing are one of the numerous impacts of COVID-19 pandemic that leads individuals to spend much more time at home which in turn interestingly contributes to the increased number of gaming disorder cases. Gaming disorder is defined as a negative behavioural pattern that is characterized by excessive time spent on playing games and losing self-control in terms of playing games that causes neglect of other daily activities or interests.
Case Report: We are reporting a case of gaming disorder in a 25-year-old man, D, through this COVID-19 pandemic.
Conclusion: We suggest that there is an association between psychosocial stressors and environment with psychiatric conditions. Further study is recommended to more holistically understand this particular gaming disorder.
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Moreno M, Riddle K, Jenkins MC, Singh A, Zhao Q, Eickhoff J. Measuring Problematic Internet Use, Internet Gaming Disorder and Social Media Addiction in young adults: A cross-sectional study. JMIR Public Health Surveill 2021; 8:e27719. [PMID: 34081596 PMCID: PMC8832277 DOI: 10.2196/27719] [Citation(s) in RCA: 26] [Impact Index Per Article: 6.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/03/2021] [Revised: 05/02/2021] [Accepted: 05/13/2021] [Indexed: 12/24/2022] Open
Abstract
Background Digital technology use is nearly ubiquitous among young adults; this use provides both benefits and risks. The risks of technology use include maladaptive technology use or technology addiction. Several conceptualizations of these addictions have emerged, each with its own assessment tools. These conditions include problematic internet use (PIU), internet gaming disorder (IGD), and social media addiction (SMA). These conditions have been associated with health outcomes such as problematic alcohol use, sleep disorders, and mental illness. These maladaptive technology conditions have been most commonly studied in isolation from each other. Objective The aim of this study is to examine PIU, IGD, and SMA together to better inform future research approaches and provider screening practices for young adults. Methods This cross-sectional survey study was conducted using Qualtrics panel-based recruitment and survey hosting. We recruited US young adults aged 18-25 years. The survey assessed PIU, IGD, and SMA. Survey measures also included assessments of problematic alcohol use, sleep, depression, and anxiety. We evaluated the frequency of and overlap in positive screening scores among PIU, IGD, and SMA and modeled each condition using multivariate logistic regression. Finally, we calculated sensitivity and specificity, as well as the positive predictive value and negative predictive value of the screening tools using the most prevalent maladaptive technology type. Results Our 6000 participants had an average age of 21.7 (SD 2.5) years. Of these 6000 participants, 3062 (51.03%) were female, 3431 (57.18%) were Caucasian, 1686 (28.1%) were in a 4-year college program, and 2319 (38.65%) worked full time. The mean PIU score was 3.5 (SD 3.1), and 53.58% (3215/6000) of participants met the criteria for PIU. The mean IGD score was 2.7 (SD 2.6), and 24.33% (1460/6000) of participants met the criteria for IGD. The mean SMA score was 7.5 (SD 5.7), and 3.42% (205/6000) met the criteria for SMA. Across all 3 maladaptive technology use diagnoses, there were varied associations with demographic variables and similar overlap with health outcomes. The sensitivity of PIU screening to detect IGD was 82% and to detect SMA was 93%, whereas the specificity and positive predictive value were much lower (37%-54% specificity; 6%-37% positive predictive value). Conclusions This cross-sectional survey screened a large national sample of adolescents and young adults for PIU, IGD, and SMA to determine prevalence and overlap, demographic associations with each, and associations between these technology-related conditions and health outcomes. There was overlap across PIU, IGD, and SMA in some associated demographic variables and health outcomes. However, the patterns in the associated variables demonstrated unique qualities of each of these conditions.
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Affiliation(s)
- Megan Moreno
- University of Wisconsin-Madison, Department of Pediatrics, 2870 University AveSuite 200, Madison, US
| | - Karyn Riddle
- University of Wisconsin-Madison, School of Journalism and Mass Communication, Madison, US
| | - Marina C Jenkins
- University of Wisconsin-Madison, School of Medicine and Public Health, Madison, US
| | - Ajay Singh
- University of Wisconsin-Madison, School of Medicine and Public Health, Madison, US
| | - Qianqian Zhao
- University of Wisconsin-Madison, Department of Biostatistics and Medical Informatics, Madison, US
| | - Jens Eickhoff
- University of Wisconsin-Madison, Department of Biostatistics and Medical Informatics, Madison, US
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Juthamanee S, Gunawan J. Factors related to Internet and game addiction among adolescents: A scoping review. BELITUNG NURSING JOURNAL 2021; 7:62-71. [PMID: 37469945 PMCID: PMC10353650 DOI: 10.33546/bnj.1192] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/01/2020] [Revised: 10/23/2020] [Accepted: 03/18/2021] [Indexed: 07/21/2023] Open
Abstract
Background Understanding factors influencing Internet and game addiction in children and adolescents is very important to prevent negative consequences; however, the existing factors in the literature remain inconclusive. Objective This study aims to systematically map the existing literature of factors related to Internet and game addiction in adolescents. Methods A scoping review was completed using three databases - Science Direct, PROQUEST Dissertations and Theses, and Google Scholar, which covered the years between 2009 to July 2020. Quality appraisal and data extraction were presented. A content analysis was used to synthesize the results. Results Ultimately, 62 studies met inclusion criteria. There were 82 associated factors identified and grouped into 11 categories, including (1) socio-demographic characteristics, (2) parental and family factors, (3) device ownership, Internet access and location, social media, and the game itself, (4) personality/traits, psychopathology factors, self-efficacy, (5) education and school factors, (6) perceived enjoyment, (7) perceived benefits, (8) health-compromising behaviors, (9) peers/friends relationships and supports, (10) life dissatisfaction and stress, and (11) cybersafety. Conclusion Internet and game addiction among adolescents are multifactorial. Nurses should consider the factors identified in this study to provide strategies to prevent and reduce addiction in adolescents.
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Affiliation(s)
| | - Joko Gunawan
- Belitung Raya Foundation, East Belitung, Bangka Belitung, Indonesia
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Testing the Influence of Social Axioms on Internet Gaming Disorder Tendency with a Cross-Lagged Panel Model: a One-Year Longitudinal Study. Int J Ment Health Addict 2021. [DOI: 10.1007/s11469-021-00532-z] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/26/2022] Open
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Al Asqah MI, Al Orainey AI, Shukr MA, Al Oraini HM, Al Turki YA. The prevalence of internet gaming disorder among medical students at King Saud University, Riyadh, Saudi Arabia. A cross-sectional study. Saudi Med J 2021; 41:1359-1363. [PMID: 33294895 PMCID: PMC7841580 DOI: 10.15537/smj.2020.12.05584] [Citation(s) in RCA: 16] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/12/2022] Open
Abstract
Objectives: To estimate the prevalence of internet gaming disorder (IGD) among King Saud University (KSU), Riyadh, Saudi Arabia medical students and to determine the association of IGD with gender, age, academic achievement, amount of sleep, and accommodation. Methods: We conducted a cross-sectional study between October 2019 and April 2020 on KSU medical students with a sample size of 281 medical students currently studying at KSU chosen by a stratified proportionate random sampling. The questionnaire contained the IGD short scale and questions eliciting demographic data. Results: The sample comprised of 228 responses. The prevalence of IGD was 8.8% (n=20), while 19.3% (n=44) of the participants were risky gamers. There was a significant association (p=0.0040) between IGD and gender, with 10.1% (n = 15) of males having IGD compared to 6.3% (n=5) of females. Additionally, 25% (n = 37) of males were risky gamers, as compared to 8.8% (n=7) of females. Conclusion: There is a high prevalence of internet gaming disorder among KSU medical students, with higher frequency among males. However, there was no significant association between this disorder and age, sleep, academic achievement, or accommodation.
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Affiliation(s)
- Mohammad I Al Asqah
- College of Medicine, King Saud University, Riyadh, Kingdom of Saudi Arabia. E-mail.
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48
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Wang W, Du X, Guo Y, Li W, Zhang S, Guo L, Lu C. Association between problematic internet use and behavioral/emotional problems among Chinese adolescents: the mediating role of sleep disorders. PeerJ 2021; 9:e10839. [PMID: 33665021 PMCID: PMC7906038 DOI: 10.7717/peerj.10839] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/25/2020] [Accepted: 01/05/2021] [Indexed: 12/31/2022] Open
Abstract
Background Studies that focus on the relationships of problematic Internet use (PIU), sleep disorders, and behavioral/emotional problems were limited. This study aimed to explore (1) the relationship between PIU and behavioral/emotional problems among Chinese adolescents and (2) whether sleep disorders mediate the relationship between PIU and behavioral/emotional problems. Methods A total of 1,976 adolescents were recruited by cluster sampling from ten secondary schools in Guangzhou between January and April 2019, and 1,956 of them provided valid information (response rate: 98.9% ). Among them, 50.8% were males and the mean age was 13.6±1.5 years, ranging from 11 to 18 years. Data on behavioral/emotional problems, sleep disorders, and PIU were collected using a self-reported questionnaire. Linear regression models and mediation analyses were performed. Results Of the participants, 14.5% (284/1,956) reported moderate to severe PIU, and their average score for total difficulties was significantly higher than the score for average users (14.9±5.5 Vs 9.8±4.7). After adjusting for controlled variables, PIU was further proven to be positively related to elevated levels of behavioral/emotional problems (unstandardized β = 0.16, p < 0.05). In addition, sleep disorders partially mediated the forgoing associations. Conclusions Adolescents with problematic Internet habits were at higher risk of developing behavioral and emotional problems than their normal-use peers, and sleep disorders partially mediated the effect. Close attention and effective guidance for adolescents with PIU and behavioral/emotional problems were recommended for parents and schools.
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Affiliation(s)
- Wanxin Wang
- Department of Medical Statistics and Epidemiology, School of Public Health, Sun Yat-Sen University, Guangzhou, China
| | - Xueying Du
- Health Promotion Centre for Primary and Secondary Schools of Guangzhou Municipality, Guangzhou, China
| | - Yangfeng Guo
- Health Promotion Centre for Primary and Secondary Schools of Guangzhou Municipality, Guangzhou, China
| | - Wenyan Li
- Department of Medical Statistics and Epidemiology, School of Public Health, Sun Yat-Sen University, Guangzhou, China
| | - Sheng Zhang
- Department of Medical Statistics and Epidemiology, School of Public Health, Sun Yat-Sen University, Guangzhou, China
| | - Lan Guo
- Department of Medical Statistics and Epidemiology, School of Public Health, Sun Yat-Sen University, Guangzhou, China
| | - Ciyong Lu
- Department of Medical Statistics and Epidemiology, School of Public Health, Sun Yat-Sen University, Guangzhou, China
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Paschke K, Austermann MI, Simon-Kutscher K, Thomasius R. Adolescent gaming and social media usage before and during the COVID-19 pandemic. SUCHT 2021. [DOI: 10.1024/0939-5911/a000694] [Citation(s) in RCA: 46] [Impact Index Per Article: 11.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/17/2022]
Abstract
Abstract. Background: The COVID-19 pandemic has raised concerns about a potential increase of addictive behaviors. Adolescents are considered particularly vulnerable to a problematic usage of digital applications. For the first systematic investigation of screen time and problematic usage patterns over the course of the pandemic, a pre-pandemic survey on adolescent social media (SM) and gaming use was extended to a longitudinal study. Here we present the results of the first two measurements points (pre-pandemic/under lockdown). Methods: A representative sample of 1,221 adolescents (10–17 years) participated in an online survey in 09/2019, 824 of them in 04/2020. Prevalence rates were measured at baseline with standardized scales covering ICD-11 criteria for problematic usage patterns. These were statistically compared and related to pre- and under-lockdown screen time. Results: Pre-pandemic prevalence rates for pathological SM/gaming were about 3 % each, for at-risk usage 8–10 % including more boys than girls. Usage frequencies and screen times significantly increased under the lockdown. The predictive value of usage patterns for screen time decreased from before to during the lockdown. Changes in screen time could not be predicted by the usage pattern. Discussion: The stability of the observed rates and effects should be further examined over the course of the pandemic. This will lead to relevant implications for prevention measures and the allocation of intervention resources.
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Affiliation(s)
- Kerstin Paschke
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg
| | - Maria Isabella Austermann
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg
| | - Kathrin Simon-Kutscher
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg
| | - Rainer Thomasius
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg
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Paschke K, Sack PM, Thomasius R. Validity and Psychometric Properties of the Internet Gaming Disorder Scale in Three Large Independent Samples of Children and Adolescents. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18031095. [PMID: 33530635 PMCID: PMC7908108 DOI: 10.3390/ijerph18031095] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 12/11/2020] [Revised: 01/21/2021] [Accepted: 01/22/2021] [Indexed: 12/14/2022]
Abstract
Background: Problematic gaming has become a major health issue in children and adolescents resulting in the need for targeted valid and reliable screening instruments. This study aimed to explore the psychometric properties and criterion validity of the widely used 9-item Internet Gaming Disorder Scale (IGDS) in young gamers. Methods: Three independent samples were drawn from socio-demographically representative cross-sectional telephone surveys collected in the years 2016 (N = 762), 2017 (N = 777), and 2018 (N = 784) and analyzed separately. Results: The IGDS revealed psychometric properties suitable for screening in large samples. Cronbach’s alpha was 0.563, 0.724, and 0.778. The unidimensionality assumption was challenged. At-risk and pathological gamers compared to normal gamers reported longer digital media use and more emotional symptoms and hyperactivity/inattention with clinical relevance to medium effect sizes. The comparison of at-risk and pathological gamers indicated a partial distinction between the two problematic gaming groups. Conclusions: The IGDS could be shown to be an overall suitable and valid tool to identify pathological gamers in childhood and adolescence according to the DSM-5 criteria on a population level. However, the polythetic structure limits comparability with the recent ICD-11 criteria. At-risk gamers appeared as a heterogeneous group warranting more research.
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