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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: en

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Understanding the impacts of Internet use on senior Citizens’ social participation in China: Evidence from longitudinal panel data

TL;DR: Wang et al. as mentioned in this paper investigated the impact of Internet usage on senior citizens' social participation and found that frequent Internet use leads to less social participation among senior citizens. But, they did not explore the specific impacts of Internet use on the social participation of different subgroups.
Journal ArticleDOI

Identifying research streams in online gambling and gaming literature: A bibliometric analysis

TL;DR: This study provides a holistic synthesis of online gambling and gaming research that has been covered by 84 169 cited references in 1876 citing articles and identifies the journals and publications that have received the most attention in this field.
Journal ArticleDOI

Longitudinal predictors for incidence of internet gaming disorder among adolescents: The roles of time spent on gaming and depressive symptoms

TL;DR: Wang et al. as mentioned in this paper explored the temporal stability of Internet gaming disorder (IGD) over one year and determined the predictors for IGD incidence by multivariate logistic regression analysis.
Journal ArticleDOI

Caregiver Reports of Screen Time Use of Children with Autism Spectrum Disorder: A Qualitative Study.

TL;DR: It is suggested that the media usage of children with ASD should be supervised, and the results are discussed in terms of their practical implementation.
Journal ArticleDOI

Age Moderates the Association of Aerobic Exercise with Initial Learning of an Online Task Requiring Cognitive Control.

TL;DR: Age moderates the association between self- reported aerobic, but not self-reported resistance, exercise and changes in cognitive control that occur with practice during incongruent presentations across five blocks of a 45-s online, flanker task.
References
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Cutoff criteria for fit indexes in covariance structure analysis : Conventional criteria versus new alternatives

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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.
Journal ArticleDOI

A pathways model of problem and pathological gambling

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.
Journal ArticleDOI

Development and validation of a game addiction scale for adolescents

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.
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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.