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
The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming: An Online Survey
Orsolya Király,Róbert Urbán,Mark D. Griffiths,Csilla Ágoston,Katalin Nagygyörgy,Gyöngyi Kökönyei,Zsolt Demetrovics +6 more
TL;DR: The results suggest that psychiatric distress is both directly and indirectly (via escape and competition motives) negatively associated with POG and the exploration of psychiatric symptoms and gaming motives of POG can be helpful in the preparation of prevention and treatment programs.
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Depression and anxiety symptoms associated with internet gaming disorder before and during the COVID-19 pandemic: A longitudinal study.
TL;DR: Wang et al. as discussed by the authors examined gaming in the context of the coronavirus disease-2019 (COVID-19) pandemic and its association with depressive and anxiety symptoms.
Internet gaming disorder and the DSM-5 : Conceptualization, debates, and controversies
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Internet gaming disorder: Trends in prevalence 1998-2016.
TL;DR: A targeted review of the literature regarding the prevalence of Internet Gaming Disorder in any population is undertaken, organized in a linear manner spanning the emergence of the earliest publications regarding gaming addiction in the 1990s, through the end of 2016.
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Video game play is positively correlated with well-being.
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