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
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Journal ArticleDOI
Cross-cultural adaptation of the Internet Gaming Disorder Scale – Short Form (IGDS9-SF) to the Brazilian context
Mariana Fortunata Donadon,Marcos Hortes Nisihara Chagas,Thiago D. Apolinário-da-Silva,Erika Tiemi Kato Okino,Jaime Eduardo Cecílio Hallak,Êdela Aparecida Nicoletti,Karina Pereira-Lima,Edson A. Degan,Rafael G. Santos,João Paulo Machado-de-Sousa,João L. Q. Simei,Lucas M Oliveira,Halley M. Pontes,Flávia de Lima Osório +13 more
TL;DR: The Brazilian version of the IGDS9-SF showed adequate content validity and is available for researchers and clinicians, as well as for the investigation of additional psychometric characteristics.
Journal ArticleDOI
Do adolescents addict to internet games after being phubbed by parents? The roles of maladaptive cognition and self-esteem
Journal ArticleDOI
Hygienic Assessment of the Influence of Factors of Digital Environment on Adolescentsin the Process of Educational and Leisure Activities
TL;DR: The intensive use of Internet (more than 4 hours a day) was associated with frequent complaints of headaches, visual impairment, sleep disorders, and poor self-assessment of the physical shape that may be attributed to the established decreasing number of teenagers engaged in physical culture and sports.
Journal ArticleDOI
Risk Factors of Internet Gaming Addiction in Adolescent: A Literature Review
TL;DR: In this article, a literature review aimed to collect the results of the latest research related to risk factors for internet game addiction in adolescents, and concluded that addiction to internet games in adolescents can be caused by internal factors and also influenced by family factors, school environment and peers.
Journal ArticleDOI
Need for systematic screening for IGD in adolescent psychiatric inpatients.
B. Gauthier,Benjamin Rolland,J. Berthiller,M. Tatou,D. Charvet,Y. Gansel,R. Fleury,Mohamed Saoud,S. Laconi +8 more
TL;DR: The results support the need for a systematic screening of IGD among adolescents hospitalized for a psychiatric disorder, and confirm and explain the prevalence gap between self- and parent-reported criteria.
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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.