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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

Dipendenze tecnologiche e rischio evolutivo. Confronto tra minori con background migratorio e minori italiani su prevalenza e correlati maladattivi

TL;DR: In this article, the authors used regression models to show that being an migrant is a likely risk factor for internet addiction, along with distraction and avoidant coping strategies, while there is no statistically significant difference regarding internet addiction.
Book ChapterDOI

Characteristics and Conditions Associated with Internet Use Disorders

TL;DR: In this article, prevalence estimates for IUD and for the subtype Internet gaming disorder in adolescents that were found in different studies conducted around the world were presented. But the estimates vary greatly, among others, because of the differences in diagnostic instruments.
Journal ArticleDOI

Niğde İli Ortaokul ve Lise Öğrencileri Oyun Bağımlılık Düzeylerinin Demografik Değişkenler Açısından İncelenmesi

TL;DR: In this paper, the authors discuss the importance of the DSM-5 standard for bagimlilik duzeylerine gore, and the role of gender in bagimliilik bulunmazken.
Posted ContentDOI

Assessment of Gaming Practices and its effect on scholastic performance of medical students in India: A Case Control study.

TL;DR: Excessive Gaming adversely affects scholastic performance in males than females and institutionalized De -addiction services should be made available to medical students.
Journal ArticleDOI

A Study on Social Interaction Factors Influencing on Excessive Online Game Usage

TL;DR: In this paper, the authors explored the factors of social interaction influencing on excessive online game usage and found that escaping loneliness, expanding online social bridging capital, and reinforcing offline social bonding capital positively affect the excessive game usage.
References
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Journal ArticleDOI

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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.
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.