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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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Journal ArticleDOI

A cross-sectional survey of internet use among university students.

TL;DR: The study confirms the importance of AIU, as reflected in the high prevalence ofAIU among the students and the significantly lower level of well-being in those with AIU.
Journal ArticleDOI

Children's Digital Game Addiction and Opinions about Their Parents' Playing Digital Games (a Mixed Method Study).

TL;DR: In this paper, the authors reviewed the level of children's digital game playing addiction and evaluated their opinions on the parents playing digital games and found that the dependency of the participants with digital game-playing parents and weak family relations is higher than the other participants.
Journal ArticleDOI

Self-Efficacy and Clinical Characteristics in Casual Gamers Compared to Excessive Gaming Users and Non-Gamers in Young Adults.

TL;DR: Findings showed that individuals who spend more time playing games tend to have lower self-efficacy, and it is necessary to pay attention to enhancing psychological well-being through self- efficacy to prevent addiction in young adult gamers.

Prävention problematischer und suchtartiger Bildschirmmediennutzung: Eine deutschlandweite Befragung von Praxiseinrichtungen und Experten

TL;DR: In this paper, the authors propose an approach to solve the problem of homonymity: http://www.nen.org.uk/blog/blog.html?id=
Journal ArticleDOI

Excessive participation in on-line internet action games by two American teenagers: Case report, description of extent of overuse, and adverse consequences

TL;DR: Two boys, ages 16 and 20 years respectively, who are compulsive and enthusiastic internet gamers, to the exclusion of family communication, school activities, academic performance, participation in sports and dating, are provided.
References
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A pathways model of problem and pathological gambling

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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.