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Journal ArticleDOI

Problematic computer game use among adolescents, younger and older adults.

01 Mar 2013-Addiction (Addiction)-Vol. 108, Iss: 3, pp 592-599
TL;DR: Following Gaming Addiction Short Scale criteria, gaming addiction is currently not a widespread phenomenon among adolescents and adults in Germany.
Abstract: AIMS: Playing digital games has been associated with forms of addictive behavior. Past research on the subject has often been criticized on theoretical and empirical grounds, mainly due to measurement or sampling issues. The present study aims to overcome these two limitations, and presents data from a representative study in Germany using an already established instrument for measuring problematic game use. DESIGN: Large-scale, representative study using a computer-assisted telephone survey. SETTING: Germany. PARTICIPANTS: N = 580 adolescents between 14 and 18 years of age, N = 1866 younger adults between 19-39 years, and N = 1936 older adults aged 40 and older (overall N = 4382). MEASUREMENTS: Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflicts. Additionally, differential aspects of personality, as well as gaming behavior were measured. FINDINGS: Only seven respondents (0.2%, 95%-CI [0.1, 0.3]) met all criteria of the GAS Scale. In contrast, 3.7% (95%-CI [3.2, 4.3]) of the respondents can be considered problematic users, meeting at least half of these conditions. The percentage of problematic gamers among adolescents is above average (7.6%, 95%-CI [5.6, 10.1]). High GAS scores are associated with aggression, low sociability and self-efficacy, and lower satisfaction with life. Additionally, these scores correspond with intensive use and preferences for certain gaming genres across all age groups. CONCLUSIONS: Following Gaming Addiction Short Scale criteria, gaming addiction is currently not a widespread phenomenon among adolescents and adults in Germany. Gaming Addiction Short Scale scores are associated with intensive use, as well as certain problematic aspects of individuals' personalities and social lives. Language: en
Citations
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Journal ArticleDOI
TL;DR: The study significantly adds to the understanding of mental health symptoms and their role in addictive use of modern technology, and suggests that the concept of Internet use disorder (i.e., "Internet addiction") as a unified construct is not warranted.
Abstract: Over the last decade, research into "addictive technological behaviors" has substantially increased. Research has also demonstrated strong associations between addictive use of technology and comorbid psychiatric disorders. In the present study, 23,533 adults (mean age 35.8 years, ranging from 16 to 88 years) participated in an online cross-sectional survey examining whether demographic variables, symptoms of attention-deficit/hyperactivity disorder (ADHD), obsessive-compulsive disorder (OCD), anxiety, and depression could explain variance in addictive use (i.e., compulsive and excessive use associated with negative outcomes) of two types of modern online technologies: social media and video games. Correlations between symptoms of addictive technology use and mental disorder symptoms were all positive and significant, including the weak interrelationship between the two addictive technological behaviors. Age appeared to be inversely related to the addictive use of these technologies. Being male was significantly associated with addictive use of video games, whereas being female was significantly associated with addictive use of social media. Being single was positively related to both addictive social networking and video gaming. Hierarchical regression analyses showed that demographic factors explained between 11 and 12% of the variance in addictive technology use. The mental health variables explained between 7 and 15% of the variance. The study significantly adds to our understanding of mental health symptoms and their role in addictive use of modern technology, and suggests that the concept of Internet use disorder (i.e., "Internet addiction") as a unified construct is not warranted.

884 citations

Journal ArticleDOI
TL;DR: This report is the first to achieve an international consensus related to the assessment of internet gaming disorder, and describes the intended meaning behind each of the nine DSM-5 criteria for internetGaming disorder.
Abstract: Aims For the first time, the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) introduces non- substance addictions as psychiatric diagnoses. The aims of this paper are to (i) present the main controversies surrounding the decision to include internet gaming disorder, but not internet addiction more globally, as a non-substance addiction in the research appendix of the DSM-5, and (ii) discuss the meaning behind the DSM-5 criteria for internet gaming disorder. The paper also proposes a common method for assessing internet gaming disorder. Although the need for common diagnostic criteria is not debated, the existence of multiple instruments reflect the divergence of opinions in the field regarding how best to diagnose this condition. Methods We convened international experts from European, North and South American, Asian and Australasian countries to discuss and achieve consensus about assessing internet gaming disorder as defined within DSM-5. Results We describe the intended meaning behind each of the nine DSM-5 criteria for internet gaming disorder and present a single item that best reflects each criterion, translated into the 10 main languages of countries in which research on this condition has been conducted. Conclusions Using results from this cross-cultural collaboration, we outline important research directions for understanding and assessing internet gaming disorder. As this field moves forward, it is critical that researchers and clinicians around the world begin to apply a common methodology; this report is the first to achieve an international consensus related to the assessment of internet gaming disorder.

729 citations


Cites background or methods from "Problematic computer game use among..."

  • ...Many individuals who play video games, including those without any problems, report playing longer than intended [16,24,44] or being 4 Nancy M....

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  • ...Most focused on youth or young adults [9–13,15,17,19–24], with only a handful including adults [16,25,26]....

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  • ...Some studies considered that individuals had a ‘disorder’ when they endorsed one or a small number of criteria [11,34]; others required multiple or all criteria to be endorsed [14,16,25]....

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  • ...Depending on the criteria used and sample studied, prevalence rates range from less than 1% [16,26,35] to approximately 10% [9,20,23]....

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Journal ArticleDOI
TL;DR: An editorial reviews the DSM process and rationale for inclusion of internet gaming disorder, and it suggests directions for much needed research in this area.
Abstract: The DSM-5 is scheduled for publication in 2013, and internet gaming disorder will be included in its Section 3, the research appendix. This editorial reviews the DSM process and rationale for inclusion of this putative disorder, and it suggests directions for much needed research in this area.

465 citations

Journal ArticleDOI
TL;DR: Based on a state-wide representative school survey in Germany, endorsement of five or more criteria of DSM-5 internet gaming disorder (IGD) occurred in 1.16% of the students, and these students evidence greater impairment compared with non-IGD students.
Abstract: Background and aims Internet gaming disorder (IGD) is included as a condition for further study in Section 3 of the DSM-5. Nine criteria were proposed with a threshold of five or more criteria recommended for diagnosis. The aims of this study were to assess how the specific criteria contribute to diagnosis and to estimate prevalence rates of IGD based on DSM-5 recommendations. Design Large-scale, state-representative school survey using a standardized questionnaire. Setting Germany (Lower Saxony). Participants A total of 11 003 ninth-graders aged 13–18 years (mean = 14.88, 51.09% male). Measurements IGD was assessed with a DSM-5 adapted version of the Video Game Dependency Scale that covered all nine criteria of IGD. Findings In total, 1.16% [95% confidence interval (CI) = 0.96, 1.36] of respondents were classified with IGD according to DSM-5 recommendations. IGD students played games for longer periods, skipped school more often, had lower grades in school, reported more sleep problems and more often endorsed feeling ‘addicted to gaming’ than their non-IGD counterparts. The most frequently reported DSM-5 criteria overall were ‘escape adverse moods’ (5.30%) and ‘preoccupation’ (3.91%), but endorsement of these criteria rarely related to IGD diagnosis. Conditional inference trees showed that the criteria ‘give up other activities’, ‘tolerance’ and ‘withdrawal’ were of key importance for identifying IGD as defined by DSM-5. Conclusions Based on a state-wide representative school survey in Germany, endorsement of five or more criteria of DSM-5 internet gaming disorder (IGD) occurred in 1.16% of the students, and these students evidence greater impairment compared with non-IGD students. Symptoms related to ‘give up other activities’, ‘tolerance’ and ‘withdrawal’ are most relevant for IGD diagnosis in this age group.

402 citations

Journal ArticleDOI
TL;DR: The holistic approach adopted here not only highlights empirical research that evidences neurobiologic correlates of Internet gaming addiction and the establishment of a preliminary diagnosis, but also emphasizes the necessity of an indepth understanding of the meaning, context, and practices associated with gaming.
Abstract: In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual's context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that evidences neurobiologic correlates of Internet gaming addiction and the establishment of a preliminary diagnosis, but also emphasizes the necessity of an indepth understanding of the meaning, context, and practices associated with gaming.

350 citations

References
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Journal ArticleDOI
TL;DR: In this article, the adequacy of the conventional cutoff criteria and several new alternatives for various fit indexes used to evaluate model fit in practice were examined, and the results suggest that, for the ML method, a cutoff value close to.95 for TLI, BL89, CFI, RNI, and G...
Abstract: This article examines the adequacy of the “rules of thumb” conventional cutoff criteria and several new alternatives for various fit indexes used to evaluate model fit in practice. Using a 2‐index presentation strategy, which includes using the maximum likelihood (ML)‐based standardized root mean squared residual (SRMR) and supplementing it with either Tucker‐Lewis Index (TLI), Bollen's (1989) Fit Index (BL89), Relative Noncentrality Index (RNI), Comparative Fit Index (CFI), Gamma Hat, McDonald's Centrality Index (Mc), or root mean squared error of approximation (RMSEA), various combinations of cutoff values from selected ranges of cutoff criteria for the ML‐based SRMR and a given supplemental fit index were used to calculate rejection rates for various types of true‐population and misspecified models; that is, models with misspecified factor covariance(s) and models with misspecified factor loading(s). The results suggest that, for the ML method, a cutoff value close to .95 for TLI, BL89, CFI, RNI, and G...

76,383 citations


"Problematic computer game use among..." refers methods in this paper

  • ...We used three items to assess anger aggression, two adopted from Buss & Perry [32] and one item from the revised NEO Personality Inventory by Costa & McCrae [37]....

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  • ...To measure physical aggression, we used two items from the Aggression Questionnaire by Buss & Perry [36] (Cronbach’s alpha = 0.75)....

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  • ...A confirmatory factor analysis provided support for a single-factor model, as indicated by an acceptable model fit [32]: c2 (Satorra–Bentler scale correction, d....

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Journal ArticleDOI
TL;DR: Correlational analysis revealed that anger is the bridge between both physical and verbal aggression and hostility and the need to assess not only overall aggression but also its individual components.
Abstract: A new questionnaire on aggression was constructed Replicated factor analyses yielded 4 scales: Physical Aggression, Verbal Aggression, Anger, and Hostility Correlational analysis revealed that anger is the bridge between both physical and verbal aggression and hostility The scales showed internal consistency and stability over time Men scored slightly higher on Verbal Aggression and Hostility and much higher on Physical Aggression There was no sex difference for Anger The various scales correlated differently with various personality traits Scale scores correlated with peer nominations of the various kinds of aggression These findings suggest the need to assess not only overall aggression but also its individual components

5,337 citations


"Problematic computer game use among..." refers methods in this paper

  • ...To measure physical aggression, we used two items from the Aggression Questionnaire by Buss & Perry [36] (Cronbach’s alpha = 0.75)....

    [...]

  • ...We used three items to assess anger aggression, two adopted from Buss & Perry [32] and one item from the revised NEO Personality Inventory by Costa & McCrae [37]....

    [...]

  • ...To measure physical aggression, we used two items from the Aggression Questionnaire by Buss & Perry [36] (Cronbach’s alpha = 0....

    [...]

Book
01 Dec 1975
TL;DR: Theoretical models for enjoyment have been used in the 25th anniversary edition of the first edition of as discussed by the authors, with a focus on the rewards of car activities. But they do not consider the effects of flow deprivation.
Abstract: Preface to the 25th Anniversary Edition. Acknowledgements to the First Edition. Enjoyment and Intrinsic Motivation. Rewards of Autotelic Activities. Structure of Autotelic Activities. A Theoretical Model for Enjoyment. Enjoying Games: Chess. Deep Play and the Flow Experience in Rock Climbing. Measuring the Flow Experience in Rock Dancing. Enjoying Work: Surgery. Flow Patterns in Everyday Life. Effects of Flow Deprivation. Politics of Enjoyment. Tests and Procedures Used in Microflow. Experiments. References. Index.

4,756 citations


"Problematic computer game use among..." refers background in this paper

  • ...Second, the socio-cognitive framework, according to which flow experience increases habit strength which, in turn, leads to increased playing time [18,19], does not fully explain problematic gaming, gambling or other media-related...

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Journal ArticleDOI
TL;DR: It is proposed that three distinct subgroups of gamblers manifesting impaired control over their behaviour can be identified and this work advances a pathways model that integrates the complex array of biological, personality, developmental, cognitive, learning theory and ecological determinants of problem and pathological gambling.
Abstract: At the moment, there is no single conceptual theoretical model of gambling that adequately accounts for the multiple biological, psychological and ecological variables contributing to the development of pathological gambling Advances in this area are hampered by imprecise definitions of pathological gambling, failure to distinguish between gambling problems and problem gamblers and a tendency to assume that pathological gamblers form one, homogeneous population with similar psychological principles applying equally to all members of the class The purpose of this paper is to advance a pathways model that integrates the complex array of biological, personality, developmental, cognitive, learning theory and ecological determinants of problem and pathological gambling It is proposed that three distinct subgroups of gamblers manifesting impaired control over their behaviour can be identified These groups include (a) behaviourally conditioned problem gamblers, (b) emotionally vulnerable problem gamblers and (c) antisocial, impulsivist problem gamblers The implications for clinical management are discussed

1,742 citations


"Problematic computer game use among..." refers background in this paper

  • ...In this respect, computer gaming is very similar to gambling, which has been studied widely in the context of addiction [5]....

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Journal ArticleDOI
TL;DR: In this article, a scale to measure computer and videogame addiction was developed and validated in two independent samples of adolescent gamers (N = 352 and N = 369) using a second-order factor model.
Abstract: The aim of this study was to develop and validate a scale to measure computer and videogame addiction. Inspired by earlier theories and research on game addiction, we created 21 items to measure seven underlying criteria (i.e., salience, tolerance, mood modification, relapse, withdrawal, conflict, and problems). The dimensional structure of the scale was investigated in two independent samples of adolescent gamers (N = 352 and N = 369). In both samples, a second-order factor model described our data best. The 21-item scale, as well as a shortened 7-item version, showed high reliabilities. Furthermore, both versions showed good concurrent validity across samples, as indicated by the consistent correlations with usage, loneliness, life satisfaction, social competence, and aggression.

897 citations


"Problematic computer game use among..." refers background or methods or result in this paper

  • ...Norway: Gaming Addiction Scale [23] n = 816 16–40 years 0....

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  • ...Studies using the Game Addiction Scale (GAS) [23] also include this polythetic approach (half the criteria must be met), but label this kind of behaviour as ‘problematic use’....

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  • ...For the statistical analyses, we divided our sample into three age groups in order to allow for comparisons with previous studies [23,24]....

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  • ...2 In contrast to the original version [23], we used items with the second highest loadings for the dimensions ‘tolerance’ and ‘relapse’ because the original items proved difficult to translate into German....

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  • ...Aggressive tendencies were also found to correlate with problematic game use [22,23,27]....

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Trending Questions (1)
How does game addiction differ between individuals of different age groups?

The paper states that gaming addiction is not widespread among adolescents and adults in Germany. However, the percentage of problematic gamers is higher among adolescents compared to younger and older adults.