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
Substanzgebrauchsstörung und nicht-substanzgebundene Süchte im DSM-5
TL;DR: In this article, the revised classification of substance-related and addictive disorders in the fifth edition of the American Psychiatric Association's (APA) Diagnostic and Statistical Manual of Mental Disorders (DSM-5) is discussed.
Journal ArticleDOI
Pathological Video Game Use among Young Swiss Men: The Use of Monothetic and Polythetic Formats to Distinguish Between Pathological, Excessive and Normal Gaming
St phanie Baggio,Joseph Studer,Marc Dupuis,Meichun Mohler-Kuo,Jean-Bernard Daeppen,Gerhard Gme +5 more
TL;DR: In this article, the authors compared two classifications for defining pathological gaming: the polythetic format (gamers who met at least half of the criteria) and monothetic format (gamer who met all criteria). Associations with mental, health and social issues were examined to assess differences between subgroups of gamers.
Book ChapterDOI
Verhältnisprävention bei stoffungebundenen Süchten
TL;DR: In this paper verhaltnispraventive masnahmen uber den Glucksspielbereich hinaus mussen auch auf andere stoffungebundene Suchterkrankungen ubertragen and deren Wirksamkeit evaluiert werden.
Journal ArticleDOI
Exzessive Bildschirmmediennutzung und Mediensucht
Florian Rehbein,Eva-Maria Zenses +1 more
Dissertation
Social phobia and motivations of gaming as predictors of internet gaming disorder
TL;DR: In this paper, the authors examined how motivations of gaming (e.g., motivation of achievement, motivation of social, and motivation of immersion) together with social phobia were related to IGD symptoms among Malaysian MOBA gamers.
References
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Journal ArticleDOI
A pathways model of problem and pathological gambling
Alex Blaszczynski,Lia Nower +1 more
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.