Journal ArticleDOI
Problematic computer game use among adolescents, younger and older adults.
TLDR
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: enread more
Citations
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Journal ArticleDOI
Cross-sectional and longitudinal epidemiological studies of Internet gaming disorder: A systematic review of the literature.
Satoko Mihara,Susumu Higuchi +1 more
TL;DR: The diagnostic criteria of Internet gaming disorder (IGD) have been included in section III of DSM‐5 and cross‐sectional and longitudinal epidemiological studies of IGD are reviewed.
Journal ArticleDOI
Regular gaming behavior and internet gaming disorder in European adolescents: results from a cross-national representative survey of prevalence, predictors, and psychopathological correlates
Kai W. Müller,Mari Janikian,Michael Dreier,Klaus Wölfling,Manfred E. Beutel,Chara Tzavara,Clive Richardson,Artemis Tsitsika +7 more
TL;DR: This survey demonstrated that IGD is a frequently occurring phenomenon among European adolescents and is related to psychosocial problems, and the need for youth-specific prevention and treatment programs becomes evident.
Journal ArticleDOI
Internet gaming disorder in children and adolescents: a systematic review.
TL;DR: The scientific literature on IGD is reviewed to provide an overview focusing on definitions, symptoms, prevalence, and aetiology.
Journal ArticleDOI
Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?
TL;DR: Spending time playing video games does not involve negative consequences, but adolescents who experience problems related to video games are likely to also experience problems in other facets of life.
Journal ArticleDOI
Global prevalence of gaming disorder: A systematic review and meta-analysis.
TL;DR: The worldwide prevalence of gaming disorder appears to be comparable to obsessive-compulsive disorder and some substance-related addictions, but lower than compulsive buying and higher than problem gambling.
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Journal ArticleDOI
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