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
Video game disorder and mental wellbeing among university students: a cross-sectional study
TL;DR: In this article , a cross-sectional study was performed with a convenience sample of 2,364 undergraduate students to determine the prevalence of video game disorder (VGD), its associated predictors, and its impact on the mental health of university students.
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Are video games intrinsically addictive? An international online survey
TL;DR: The current study does not support the assertion that the type of video game played is related to levels of problem use, challenging the idea that video games themselves are ‘addictive’.
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[Media-associated disorders in childhood and adolescence: Evidence paper of the joint addiction commision of the German societies and professional associations of child and adolescent psychiatry and psychotherapy].
Kerstin Paschke,Martin Holtmann,Peter Melchers,Marianne Klein,Gisela Schimansky,Thomas Krömer,Olaf Reis,Lutz Wartberg,Rainer Thomasius +8 more
TL;DR: In this article, the authors describe the problematic use of the internet, certain electronic devices in general as well as digital applications during childhood and adolescence, digital games and social media are the most commonly used applications.
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Self-control and online game addiction in early adult gamers
N Safarina,Lilim Halimah +1 more
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TL;DR: In this paper, a study aimed to see the correlation of self-control and online game addiction in early adult gamers and found that the lower the self control, the more severe the probability of suffering online game dependence in early adults.
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Problem Gambling in Chinese American Adolescents: Characteristics and Risk Factors.
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TL;DR: In this paper, a preliminary study examined the characteristics and risk factors of problem gambling among Chinese American adolescents and found that the estimated past-year prevalence rate among this adolescent group was 10.92%, much higher than the rates reported by several national studies.
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