Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study
Douglas A. Gentile,Hyekyung Choo,Albert K. Liau,Timothy Sim,Dongdong Li,Daniel Fung,Angeline Khoo +6 more
TL;DR: This study adds important information to the discussion about whether video game “addiction” is similar to other addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders.
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Abstract: OBJECTIVES: We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for individuals who become or stop being pathological gamers. METHODS: A 2-year, longitudinal, panel study was performed with a general elementary and secondary school population in Singapore, including 3034 children in grades 3 ( N = 743), 4 ( N = 711), 7 ( N = 916), and 8 ( N = 664). Several hypothesized risk and protective factors for developing or overcoming pathological gaming were measured, including weekly amount of game play, impulsivity, social competence, depression, social phobia, anxiety, and school performance. RESULTS: The prevalence of pathological gaming was similar to that in other countries (∼9%). Greater amounts of gaming, lower social competence, and greater impulsivity seemed to act as risk factors for becoming pathological gamers, whereas depression, anxiety, social phobias, and lower school performance seemed to act as outcomes of pathological gaming. CONCLUSION: This study adds important information to the discussion about whether video game “addiction” is similar to other addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders.
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Citations
Engagement With Novel Virtual Environments: The Role of Perceived Novelty and Flow in the Development of the Deficient Self‐Regulation of Internet Use and Media Habits
TL;DR: In this paper, the authors extended theory on the deficient self-regulation of Internet use and media habits by integrating predictors relevant to technology use and found that the perceived novelty of a technology initiated flow, which in turn predicted growth of DSR during initial engagement with virtual environments.
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TL;DR: Efforts should be expanded on not only the education of all adolescents regarding the benefits but also the potential negative consequences of Internet use, as well as management of youth with identified problematic Internet use or misuse.
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Risk and protective factors of Internet gaming disorder among Chinese people: A meta-analysis:
TL;DR: In this article, the authors exhaustively review the risk and protective factors for Internet gaming disorder. But they do not consider the impact of online games on players' mental health.
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Identifying Problematic Internet Users: Development and Validation of the Internet Motive Questionnaire for Adolescents (IMQ-A)
TL;DR: A theory-based measurement for identifying the underlying motives for high-risk Internet use, the Internet Motive Questionnaire for Adolescents (IMQ-A), enables the assessment of motives related to adolescent Internet use and thus the identification of populations at risk.
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