scispace - formally typeset
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

read more

Citations
More filters
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.

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.
References
More filters
Journal ArticleDOI

Cutoff criteria for fit indexes in covariance structure analysis : Conventional criteria versus new alternatives

TL;DR: In this article, the adequacy of the conventional cutoff criteria and several new alternatives for various fit indexes used to evaluate model fit in practice were examined, and the results suggest that, for the ML method, a cutoff value close to.95 for TLI, BL89, CFI, RNI, and G...
Journal ArticleDOI

The aggression questionnaire.

TL;DR: Correlational analysis revealed that anger is the bridge between both physical and verbal aggression and hostility and the need to assess not only overall aggression but also its individual components.
Book

Beyond boredom and anxiety

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.
Related Papers (5)
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.