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Internet and Video Games: Causes of Behavioral Disorders in Children and Teenagers. CHILDREN (BASEL, SWITZERLAND) 2022; 10:children10010086. [PMID: 36670637 PMCID: PMC9856521 DOI: 10.3390/children10010086] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/30/2022] [Revised: 12/24/2022] [Accepted: 12/27/2022] [Indexed: 01/03/2023]
Abstract
Even though video games have been present among children for many years, children are using them more continuously and in an abusive and indiscriminate way nowadays because of the "technological boom". It is affecting the behavior of children and adolescents. This is the reason why we are carrying out this systematic review. The main objective of this article is to investigate literature that directly connects the continuous and undifferentiated use of video games with the emergence of behavioral disorders in children and young people. The PRISMA statement was followed in the process of this article. We used SCOPUS, Web of Science and PubMed as databases, moreover, we searched studies with a scoping review. The results indisputably supported six out of seven of our hypotheses. We find that the excessive use of video games causes addiction to technology, aggressive behaviors, sleep disorders, and poor school performance. In addition, it hinders social relationships and the development of emotional intelligence. To conclude, it is necessary to correctly use video games in particular, and technologies in general, adapting their content to children's age, as well as the amount of time that they dedicate to use them.
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Personality traits in adolescents with the Internet Gaming Disorder. Part II. CURRENT PROBLEMS OF PSYCHIATRY 2022. [DOI: 10.2478/cpp-2022-0020] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/19/2022] Open
Abstract
Abstract
Introduction: The aim of this study was to characterize types of gamers in terms of selected personality traits.
Material and methods: The study involved 576 individuals aged 16 to 19 years. The participants were surveyed using Gough and Heilbrun’s ACL, the Coping with Stress Questionnaire, and the Psychological Inventory of the Aggression Syndrome.
Results: The four types of online gamers identified in the first part of the study reported in this paper differed significantly in the following personality characteristics: self-image, coping styles and aggression types.
Conclusions:
1. Individuals severely addicted to Internet gaming, significantly more often than those addicted moderately, mildly or not addicted at all, used escapist and emotional coping strategies and responded with auto-aggression, and physical and displaced aggression. Compared to the respondents not addicted to online gaming, they had a more negative self-esteem and were characterized by greater impulsivity, hostility, and were less responsible and autonomous.
2. Adolescents moderately addicted to gaming, compared to their non-addicted peers, were characterized by greater hostility, impulsivity, proneness to conflict, tendency to humiliate others, and verbal, physical and indirect aggression.
3. Young people with mild online gaming addiction, significantly more often than non-addicted adolescents, used psychoactive drugs, showed self-aggressive behavior and responded with displaced aggression in situations of stress.
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Salerno L, Becheri L, Pallanti S. ADHD-Gaming Disorder Comorbidity in Children and Adolescents: A Narrative Review. CHILDREN (BASEL, SWITZERLAND) 2022; 9:children9101528. [PMID: 36291464 PMCID: PMC9600100 DOI: 10.3390/children9101528] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/19/2022] [Revised: 09/24/2022] [Accepted: 10/01/2022] [Indexed: 11/07/2022]
Abstract
Attention Deficit/Hyperactivity Disorder (ADHD) is a neurobiological condition characterized by developmentally inadequate levels of inattention, hyperactivity, and impulsivity, and a neurobiological disruption in brain neurotransmitters and circuitry causing abnormal responses to rewards. Playing electronic games generates a biological response that activates the neuronal circuits linked to pleasure and reward, and there is a growing attention to this type of activity, which can also turn into a mental health condition. The existence and the boundaries between the functional and the dysfunctional are still a source of debate, with the recognition of 'Internet Gaming Disorder' (IGD) as a condition belonging to the broader area of addiction requiring more in-depth study with respect to the DSM-5, while 'Gaming Disorder' (GD) was officially recognized as a new diagnosis by the World Health Organization (WHO) in the updated revision of the International Classification of Diseases (ICD-11). Notwithstanding, the suggested criteria for the diagnosis of Gaming Disorder are still debated. Since ADHD has been reported as a risk factor for developing addictions, this narrative review aims to provide the current state-of-the art of the knowledge about the comorbidity between ADHD and Gaming Disorder. For this aim, a literature search was conducted using a combination of specific keywords and the results are discussed within the R-Do-C framework and dimensions, and implications for treatment are considered.
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Affiliation(s)
- Luana Salerno
- INS, Istituto di Neuroscienze, 50121 Florence, Italy
| | | | - Stefano Pallanti
- INS, Istituto di Neuroscienze, 50121 Florence, Italy
- Department of Psychiatry, Albert Einstein College of Medicine, Bronx, NY 10461, USA
- Correspondence:
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Yang Q, Wu Z, Yang X, Jiang S, Wu D, Oliffe JL. Associations Between Uncertainty Stress, Life Stress and Internet Addiction Among Medical Students. Front Public Health 2022; 9:809484. [PMID: 35141191 PMCID: PMC8818744 DOI: 10.3389/fpubh.2021.809484] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/05/2021] [Accepted: 12/27/2021] [Indexed: 11/19/2022] Open
Abstract
OBJECTIVES Internet Addiction (IA) is a growing issue predominate in adolescents and young adults. Although the effects of diverse stressors on IA have been highlighted, there is little consensus about the specific underpinnings of IA. The current study aims to investigate associations between uncertainty stress, life stress and IA among Chinese university medical students. METHODS A cross-sectional survey employing multi-stage sampling was used. Data were collected from 6,061 students from 27 university medical programs across China. Associations between uncertainty stress, life stress, and IA were examined by means of multivariate logistic regression. RESULTS The findings indicated that the overall IA prevalence was 12.6% (95% CI 11.7-13.5), life stress prevalence was 8.1% (95% CI 7.4-8.8), and uncertainty stress prevalence was 19.1% (95% CI 18.1-20.1). Multivariate logistic regression showed that uncertainty stress [adjusted OR 2.60 (95% CI 2.14-3.15), P < 0.001] and life stress [adjusted OR 1.71 (95% CI 1.32-2.23), P < 0.001] were positively associated with IA. Population Attributable Risk (PAR) of uncertainty stress associated with IA was 29%, and that of life stress was 15%. CONCLUSIONS The contribution of uncertainty stress to IA is significantly higher than that of life stress. High uncertainty stress, being male and born in a region of higher economic status were associated with excessive Internet use and IA.
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Affiliation(s)
- Qian Yang
- Center for Health Policy Studies, School of Public Health, The Children's Hospital, National Clinical Research Center for Child Health, Zhejiang University School of Medicine, Hangzhou, China
| | - Zhihua Wu
- Department of Social Medicine, School of Public Health, Zhejiang University School of Medicine, Hangzhou, China
| | - Xiaozhao Yang
- School of Sociology and Anthropology, Sun Yat-sen University, Guangzhou, China
| | - Shuhan Jiang
- Department of Social Medicine, School of Public Health, Zhejiang University School of Medicine, Hangzhou, China
| | - Dan Wu
- School of Psychology, Shenzhen University, Shenzhen, China
| | - John L. Oliffe
- School of Nursing, University of British Columbia, Vancouver, BC, Canada
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5
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Global prevalence of digital addiction in general population: A systematic review and meta-analysis. Clin Psychol Rev 2022; 92:102128. [DOI: 10.1016/j.cpr.2022.102128] [Citation(s) in RCA: 12] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/26/2021] [Revised: 12/29/2021] [Accepted: 01/20/2022] [Indexed: 01/10/2023]
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6
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Gao XJ, Sun JJ, Xiang M. Positive psychological intervention for anxiety, depression and coping in subjects addicted to online games. World J Clin Cases 2021; 9:3287-3293. [PMID: 34002137 PMCID: PMC8107890 DOI: 10.12998/wjcc.v9.i14.3287] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/24/2020] [Revised: 02/05/2021] [Accepted: 03/10/2021] [Indexed: 02/06/2023] Open
Abstract
BACKGROUND Addiction to online games is not uncommon. The patients usually refuse to take medications and present with affective symptoms such as anxiety, depression and negative coping styles. Psychological intervention based on positive psychology is a promising treatment for such patients.
AIM To evaluate the effect of positive psychological intervention on anxiety, depression and coping in people addicted to online games.
METHODS This self-controlled study included 89 people addicted to online games, who received treatment at Hangzhou Seventh People’s Hospital, Hangzhou, China in 2019. The Hamilton Anxiety Scale, Hamilton Depression Scale and Trait Coping Style Questionnaire were administered to evaluate the anxiety, depression and coping style among these people. Psychological intervention based on positive psychology was provided for 6 wk followed by another evaluation. The results were compared against those from the previous evaluation.
RESULTS After 6 wk of psychological intervention, 89 people achieved a significant improvement in the Hamilton Anxiety Scale and Hamilton Depression Scale-24 scales. The score for positive coping style in Trait Coping Style Questionnaire was significantly improved, while that of the negative coping style decreased significantly (P < 0.05).
CONCLUSION Psychological intervention based on positive psychology alleviated affective symptoms, such as anxiety and depression, in subjects addicted to online games. Psychological intervention corrected negative coping style, thereby improving mental health.
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Affiliation(s)
- Xiu-Jun Gao
- Department of Psychiatry, Hangzhou Seventh People’s Hospital, Hangzhou 310013, Zhejiang Province, China
| | - Ji-Jun Sun
- Department of Psychiatry, Hangzhou Seventh People’s Hospital, Hangzhou 310013, Zhejiang Province, China
| | - Mei Xiang
- Department of Elderly Psychiatry, Hangzhou Seventh People’s Hospital, Hangzhou 310013, Zhejiang Province, China
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Adorjan K, Langgartner S, Maywald M, Karch S, Pogarell O. A cross-sectional survey of internet use among university students. Eur Arch Psychiatry Clin Neurosci 2021; 271:975-986. [PMID: 33200241 PMCID: PMC8236031 DOI: 10.1007/s00406-020-01211-1] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/07/2020] [Accepted: 10/27/2020] [Indexed: 12/22/2022]
Abstract
The last 2 decades have seen an increase in the number of reports of excessive internet use. Therefore, this study aimed to examine internet use among university students to gain more insight into the novel phenomenon of addictive internet use (AIU). Data were collected by the means of an online questionnaire sent to 4391 students. Approximately 10% of the 4391 students could be included in the statistical analysis. Of those 483 students, almost all (99.2%) used the internet, and a quarter (24.8%) showed AIU. The students used the internet mostly for information searches, random browsing, social networking, and online shopping; however, AIU was seen most often in the areas of social networking, random browsing, information searches, gaming, and pornography. One in four of the respondents showed addictive behavior in at least one area of internet use. Students with AIU in the area of random browsing were significantly less far advanced in their studies than those without AIU, and well-being was significantly poorer across AIU groups than in those who did not show AIU. The study confirms the importance of AIU, as reflected in the high prevalence of AIU among the students and the significantly lower level of well-being in those with AIU. Undifferentiated consideration of AIU does not do justice to its various facets, and future research should consider all areas of internet use, with the aim to increase understanding of the underlying mechanisms of AIU and develop more differentiated treatment approaches.
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Affiliation(s)
- Kristina Adorjan
- Department of Psychiatry and Psychotherapy, Institute of Psychiatric Phenomics and Genomics (IPPG), University Hospital, LMU Munich, Nussbaumstr. 7, 80336, Munich, Germany. .,Institute of Psychiatric Phenomics and Genomics (IPPG), University Hospital, LMU Munich, Munich, Germany.
| | - Simon Langgartner
- Department of Psychiatry and Psychotherapy, Institute of Psychiatric Phenomics and Genomics (IPPG), University Hospital, LMU Munich, Nussbaumstr. 7, 80336 Munich, Germany
| | - Maximilian Maywald
- Department of Psychiatry and Psychotherapy, Institute of Psychiatric Phenomics and Genomics (IPPG), University Hospital, LMU Munich, Nussbaumstr. 7, 80336 Munich, Germany
| | - Susanne Karch
- Department of Psychiatry and Psychotherapy, Institute of Psychiatric Phenomics and Genomics (IPPG), University Hospital, LMU Munich, Nussbaumstr. 7, 80336 Munich, Germany
| | - Oliver Pogarell
- Department of Psychiatry and Psychotherapy, Institute of Psychiatric Phenomics and Genomics (IPPG), University Hospital, LMU Munich, Nussbaumstr. 7, 80336 Munich, Germany
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Kindt S, Szász-Janocha C, Rehbein F, Lindenberg K. School-Related Risk Factors of Internet Use Disorders. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2019; 16:ijerph16244938. [PMID: 31817573 PMCID: PMC6949905 DOI: 10.3390/ijerph16244938] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 11/15/2019] [Revised: 11/29/2019] [Accepted: 12/01/2019] [Indexed: 12/24/2022]
Abstract
A growing body of research focusing on the risk factors of Internet use disorder (IUD) underlines the effect of sociodemographic variables like age and gender or comorbid mental disorders on IUD symptoms. The relation between IUD symptoms and school-related variables has to date been insufficiently studied. The present study closes this gap by investigating the relation between school-relevant factors such as absenteeism, school grades, procrastination, school-related social behavior, and learning behavior and IUD symptoms in a high-risk sample. n = 418 students between 11 and 21 years of age (M = 15.10, SD = 1.97), screened for elevated risk of IUD, participated in the study. Sociodemographic data, school grades and absent days, Internet use variables (time spent online and gaming), as well as school-related psychological variables (procrastination, learning behavior, and social behavior) were assessed via self-report questionnaires. IUD symptoms were assessed with an adapted version of the German Video Game Dependency Scale (CSAS), which is based on the 9 criteria for Internet gaming disorder in the DSM-5. The instrument was adapted to include the assessment of non-gaming IUD symptoms. Taking the hierarchical structure of the data into account, a multilevel modeling approach was used to analyze the data. Procrastination, time spent online, and gaming were significant predictors of IUD symptoms at the individual level, whereas social behavior significantly predicted symptoms of IUD at the school level. In addition to previous findings on risk factors of IUD, this study indicates the importance of school-related factors in the development of IUD, especially psychological factors that play a role in the school setting. The early age of IUD onset and the high relevance of prevention of IUD at the school age underline the relevance of this finding.
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Affiliation(s)
- Sophie Kindt
- Institute for Psychology, University of Education Heidelberg, Keplerstraße 87, 69120 Heidelberg, Germany;
| | - Carolin Szász-Janocha
- Institute of Psychology, Heidelberg University, Hauptstraße 47-51, 69117 Heidelberg, Germany;
| | - Florian Rehbein
- Criminological Research Institute of Lower Saxony, Lützerodestraße 9, 30161 Hannover, Germany;
| | - Katajun Lindenberg
- Institute for Psychology, University of Education Heidelberg, Keplerstraße 87, 69120 Heidelberg, Germany;
- Correspondence: ; Tel.: +49-6221-477-159
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ESCapade: Interventionsprogramm für Familien und Kinder mit problematischer Mediennutzung. SOZIALE ARBEIT ALS WOHLFAHRTSPRODUKTION 2019. [DOI: 10.1007/978-3-658-25528-2_17] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
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10
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Paulus FW, Ohmann S, von Gontard A, Popow C. Internet gaming disorder in children and adolescents: a systematic review. Dev Med Child Neurol 2018; 60:645-659. [PMID: 29633243 DOI: 10.1111/dmcn.13754] [Citation(s) in RCA: 274] [Impact Index Per Article: 39.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 02/02/2018] [Indexed: 02/02/2023]
Abstract
AIM Internet gaming disorder (IGD) is a serious disorder leading to and maintaining pertinent personal and social impairment. IGD has to be considered in view of heterogeneous and incomplete concepts. We therefore reviewed the scientific literature on IGD to provide an overview focusing on definitions, symptoms, prevalence, and aetiology. METHOD We systematically reviewed the databases ERIC, PsyARTICLES, PsycINFO, PSYNDEX, and PubMed for the period January 1991 to August 2016, and additionally identified secondary references. RESULTS The proposed definition in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition provides a good starting point for diagnosing IGD but entails some disadvantages. Developing IGD requires several interacting internal factors such as deficient self, mood and reward regulation, problems of decision-making, and external factors such as deficient family background and social skills. In addition, specific game-related factors may promote IGD. Summarizing aetiological knowledge, we suggest an integrated model of IGD elucidating the interplay of internal and external factors. INTERPRETATION So far, the concept of IGD and the pathways leading to it are not entirely clear. In particular, long-term follow-up studies are missing. IGD should be understood as an endangering disorder with a complex psychosocial background. WHAT THIS PAPER ADDS In representative samples of children and adolescents, on average, 2% are affected by Internet gaming disorder (IGD). The mean prevalences (overall, clinical samples included) reach 5.5%. Definitions are heterogeneous and the relationship with substance-related addictions is inconsistent. Many aetiological factors are related to the development and maintenance of IGD. This review presents an integrated model of IGD, delineating the interplay of these factors.
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Affiliation(s)
- Frank W Paulus
- Department of Child and Adolescent Psychiatry, Saarland University Hospital, Homburg, Germany
| | - Susanne Ohmann
- Department of Child and Adolescent Psychiatry, Medical University of Vienna, Vienna, Austria
| | - Alexander von Gontard
- Department of Child and Adolescent Psychiatry, Saarland University Hospital, Homburg, Germany
| | - Christian Popow
- Department of Child and Adolescent Psychiatry, Medical University of Vienna, Vienna, Austria
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Who Is at Risk for Problematic Video Gaming? Risk Factors in Problematic Video Gaming in Clinically Referred Canadian Children and Adolescents. MULTIMODAL TECHNOLOGIES AND INTERACTION 2018. [DOI: 10.3390/mti2020019] [Citation(s) in RCA: 21] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/01/2023] Open
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12
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A Longitudinal Study for the Empirical Validation of an Etiopathogenetic Model of Internet Addiction in Adolescence Based on Early Emotion Regulation. BIOMED RESEARCH INTERNATIONAL 2018; 2018:4038541. [PMID: 29707569 PMCID: PMC5863349 DOI: 10.1155/2018/4038541] [Citation(s) in RCA: 28] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/15/2017] [Accepted: 02/07/2018] [Indexed: 12/15/2022]
Abstract
Several etiopathogenetic models have been conceptualized for the onset of Internet Addiction (IA). However, no study had evaluated the possible predictive effect of early emotion regulation strategies on the development of IA in adolescence. In a sample of N = 142 adolescents with Internet Addiction, this twelve-year longitudinal study aimed at verifying whether and how emotion regulation strategies (self-focused versus other-focused) at two years of age were predictive of school-age children's internalizing/externalizing symptoms, which in turn fostered Internet Addiction (compulsive use of the Web versus distressed use) in adolescence. Our results confirmed our hypotheses demonstrating that early emotion regulation has an impact on the emotional-behavioral functioning in middle childhood (8 years of age), which in turn has an influence on the onset of IA in adolescence. Moreover, our results showed a strong, direct statistical link between the characteristics of emotion regulation strategies in infancy and IA in adolescence. These results indicate that a common root of unbalanced emotion regulation could lead to two different manifestations of Internet Addiction in youths and could be useful in the assessment and treatment of adolescents with IA.
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Dziurzyńska E, Pawłowska B, Potembska E. Coping strategies in individuals at risk and not at risk of mobile phone addiction. CURRENT PROBLEMS OF PSYCHIATRY 2017. [DOI: 10.1515/cpp-2016-0024] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/24/2022] Open
Abstract
Abstract
The aim of the present study was to provide an answer to the question of whether, and what, differences in stress coping strategies could be found between university students at risk and those not at risk of mobile phone addiction. The study included 408 students aged 19 to 28 years. The following instruments were used: a sociodemographic questionnaire, the Mobile Phone Addiction Assessment Questionnaire (in Polish, Kwestionariusz do Badania Uzależnienia od Telefonu Komórkowego, KBUTK) by Pawłowska and Potembska, and the Coping with Stress Questionnaire (SVF) by Janke, Erdmann, and Boucsein, translated into Polish by Januszewska. The results of the study showed that individuals at risk of mobile phone addiction were more likely to cope with stress by seeking substitute gratification, reacting with resignation, passivity, dejection and hopelessness, blaming themselves, pitying themselves and looking for support. They also tended to ruminate over their suffering, withdraw from social interactions, react with aggression and/or take to drinking.
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Affiliation(s)
| | - Beata Pawłowska
- 2 nd Department of Psychiatry and Psychiatric Rehabilitation, Medical University of Lublin
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Abstract
Cognitive constructs provide conceptual frameworks for transpathological characterization and improved phenotyping of apparently disparate psychiatric groups. This dimensional approach can be applied to the examination of individuals with behavioral addictions, for example, towards gambling, video-games, the internet, food, and sex, allowing operationalization of core deficits. We use this approach to review constructs such as impulsivity, compulsivity, and attention regulation, which may be most relevant, applicable, and successful for the understanding and subsequent treatment of the addictions.
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Electrophysiological correlates of problematic Internet use: Critical review and perspectives for future research. Neurosci Biobehav Rev 2015; 59:64-82. [DOI: 10.1016/j.neubiorev.2015.10.005] [Citation(s) in RCA: 28] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/02/2015] [Revised: 10/09/2015] [Accepted: 10/12/2015] [Indexed: 12/19/2022]
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Komnenić D, Filipović S, Vukosavljević-Gvozden T. Assessing maladaptive cognitions related to online gaming: Proposing an adaptation of online cognitions scale. COMPUTERS IN HUMAN BEHAVIOR 2015. [DOI: 10.1016/j.chb.2015.04.051] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/06/2023]
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The Mediating Role of Symptoms of Psychopathology Between Irrational Beliefs and Internet Gaming Addiction. JOURNAL OF RATIONAL-EMOTIVE AND COGNITIVE-BEHAVIOR THERAPY 2015. [DOI: 10.1007/s10942-015-0218-7] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/02/2023]
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18
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VAN ROOIJ ANTONIUSJ, KUSS DARIAJ, GRIFFITHS MARKD, SHORTER GILLIANW, SCHOENMAKERS MTIM, VAN DE MHEEN DIKE. The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents. J Behav Addict 2014; 3:157-65. [PMID: 25317339 PMCID: PMC4189309 DOI: 10.1556/jba.3.2014.013] [Citation(s) in RCA: 178] [Impact Index Per Article: 16.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/27/2014] [Revised: 04/29/2014] [Accepted: 05/11/2014] [Indexed: 11/19/2022] Open
Abstract
AIMS The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use. METHODS Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). RESULTS Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users. CONCLUSIONS It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers - specifically boys - showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming.
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Affiliation(s)
- ANTONIUS J. VAN ROOIJ
- IVO Addiction Research Institute, Rotterdam, The Netherlands,Erasmus MC, Rotterdam, The Netherlands,Corresponding author: A. J. van Rooij, PhD; IVO Addiction Research Institute; Heemraadssingel 194, 3021 DM Rotterdam, The Netherlands; Phone: +31-10-4253366; Fax: +31-10-2763988; E-mail:
| | | | - MARK D. GRIFFITHS
- International Gaming Research Unit, Psychology Division, Nottingham Trent University, Nottingham, UK
| | - GILLIAN W. SHORTER
- International Gaming Research Unit, Psychology Division, Nottingham Trent University, Nottingham, UK,Bamford Centre for Mental Health and Wellbeing, University of Ulster, Londonderry, UK,MRC All-Ireland Hub for Trials Methodology Research, University of Ulster, Londonderry, UK
| | - M. TIM SCHOENMAKERS
- IVO Addiction Research Institute, Rotterdam, The Netherlands,Erasmus MC, Rotterdam, The Netherlands
| | - DIKE VAN DE MHEEN
- IVO Addiction Research Institute, Rotterdam, The Netherlands,Erasmus MC, Rotterdam, The Netherlands,Department of Health Promotion, Maastricht University, Maastricht, The Netherlands
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Abstract
In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual’s context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that evidences neurobiologic correlates of Internet gaming addiction and the establishment of a preliminary diagnosis, but also emphasizes the necessity of an indepth understanding of the meaning, context, and practices associated with gaming.
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Affiliation(s)
- Daria J Kuss
- Psychology Research and Behavior Management, Birmingham City University, Birmingham, UK
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Muñoz-Miralles R, Ortega-González R, Batalla-Martínez C, López-Morón MR, Manresa JM, Torán-Monserrat P. [Access and use of new information and telecommunication technologies among teenagers at high school, health implications. JOITIC Study]. Aten Primaria 2013; 46:77-88. [PMID: 24035765 PMCID: PMC6983583 DOI: 10.1016/j.aprim.2013.06.001] [Citation(s) in RCA: 17] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/11/2013] [Revised: 06/23/2013] [Accepted: 06/26/2013] [Indexed: 12/28/2022] Open
Abstract
OBJECTIVE To determine ICT accessibility and use among the adolescents attending High School and to analyse related factors. DESIGN Cross-sectional multicentric study. SETTING High Schools participating in the Community Health «Salut i Escola» Programme. PARTICIPANTS 5,538 students from first to fourth degree at 28 centres in the area of Barcelona. MAIN MEASUREMENTS Self administered questionnaire including sociodemographic information, ICT use and accessibility. RESULTS Missing answers were below 1% in all items except in school performance (3,13%); 48,6% were female, mean age 14years (range 11-20); 15,5% foreigners; 23% reported low school performance; 75,2% took extracurricular activities; 88,9% refers a good relationship with their parents. ICT access is homogeneously massive: 98% had a computer at home, 44,8% used it for two or more hours daily. 98,6% could access Internet, 47,2% without parental control. 90% owned a mobile phone (83% in first grade, 95% in fourth); 45,6% owned one before 12years old. Girls use it for social relationships and boys for playing. 68,4% played videogames, 36,5% for three or more hours a week and 66,8% without parental control. Their use decreases with age. The ICT parental control is associated with better school performance. CONCLUSIONS Our high scholars gain access to the ICT at younger ages and they use them in almost every aspect of their lives. There have been detected some gender differences in their use, as well as in the age of the users and between the type of school.
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Affiliation(s)
- Raquel Muñoz-Miralles
- Centre d'Atenció Primària Ca n'Oriac, SAP Vallès Occidental, Regió Sanitària Metropolitana Nord, Institut Català de la Salut, Sabadell, Barcelona, España; Unitat de Suport a la Recerca Metropolitana Nord, IDIAP Jordi Gol, Sabadell, Barcelona, España; Departament d'Infermeria, Universitat Autònoma de Barcelona, Bellaterra, Barcelona, España.
| | - Raquel Ortega-González
- Centre d'Atenció Primària Santa Perpètua de Mogoda, SAP Mollet-Granollers, Regió Sanitària Metropolitana Nord, Institut Català de la Salut, Santa Perpètua de Mogoda, Barcelona, España
| | - Carme Batalla-Martínez
- Centre d'Atenció Primària Sant Quirze, SAP Vallès Occidental, Regió Sanitària Metropolitana Nord, Institut Català de la Salut, Sant Quirze del Vallès, Barcelona, España
| | - María Rosa López-Morón
- Centre d'Atenció Primària Castellar, SAP Vallès Occidental, Regió Sanitària Metropolitana Nord, Institut Català de la Salut, Castellar del Vallès, Barcelona, España
| | - Josep Maria Manresa
- Unitat de Suport a la Recerca Metropolitana Nord, IDIAP Jordi Gol, Sabadell, Barcelona, España; Departament d'Infermeria, Universitat Autònoma de Barcelona, Bellaterra, Barcelona, España
| | - Pere Torán-Monserrat
- Unitat de Suport a la Recerca Metropolitana Nord, IDIAP Jordi Gol, Sabadell, Barcelona, España; Departament d'Infermeria, Universitat Autònoma de Barcelona, Bellaterra, Barcelona, España
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Festl R, Scharkow M, Quandt T. Problematic computer game use among adolescents, younger and older adults. Addiction 2013; 108:592-9. [PMID: 23078146 DOI: 10.1111/add.12016] [Citation(s) in RCA: 176] [Impact Index Per Article: 14.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/02/2012] [Revised: 05/09/2012] [Accepted: 10/11/2012] [Indexed: 11/29/2022]
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, due mainly 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 A total of 580 adolescents between 14 and 18 years of age, 1866 younger adults between 19-39 years and 1936 older adults aged 40 years 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 behaviour, were measured. FINDINGS Only seven respondents [0.2%, 95% confidence interval (CI): 0.1, 0.3] met all criteria of the GAS Scale. In contrast, 3.7% (95% CI: 3.1, 4.3) of the respondents can be considered problematic users, meeting at least half 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.
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Affiliation(s)
- Ruth Festl
- University of Hohenheim, Stuttgart, Germany.
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Kuss DJ, Louws J, Wiers RW. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2013; 15:480-5. [PMID: 22974351 DOI: 10.1089/cyber.2012.0034] [Citation(s) in RCA: 171] [Impact Index Per Article: 14.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/22/2022]
Abstract
Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 nonplayers using a Web-based questionnaire regarding their gaming behavior, problems as consequences of gaming, and game motivations and tested their statistical associations. Results indicated that (a) MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that (b) the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game. The findings support the necessity of using measures that distinguish between different types of online games. In addition, this study proves useful regarding the current discussion on establishing (online) gaming addiction as a diagnosis in future categorizations of psychopathology.
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Affiliation(s)
- Daria J Kuss
- International Gaming Research Unit, Nottingham Trent University, Nottingham, United Kingdom.
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Abstract
Children's and adolescent's use of computer games and videogames is becoming highly popular and has increased dramatically over the last decade. There is growing evidence of high prevalence of addiction to computer games and videogames among children, which is causing concern because of its harmful consequences. There is also emerging evidence of an association between computer game and videogame addiction and attention deficit/hyperactivity disorder (ADHD). This is indicated by the occurrence of gaming addiction as a co-morbid disorder of ADHD, common physiological and pharmacological mechanisms, and potential genetic association between the two disorders. A proper understanding of the psychological and neurotransmitter mechanisms underlying both disorders is important for appropriate diagnostic classification of both disorders. Furthermore, it is important for development of potential pharmacological treatment of both disorders. Relatively few studies have investigated the common mechanisms for both disorders. This paper reviews new findings, trends, and developments in the field. The paper is based on a literature search, in Medline and PUBMED, using the keywords addictive gaming and ADHD, of articles published between 2000 and 2012.
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A Conceptual Review of Research on the Pathological Use of Computers, Video Games, and the Internet. Int J Ment Health Addict 2012. [DOI: 10.1007/s11469-011-9369-7] [Citation(s) in RCA: 50] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/24/2022] Open
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Rehbein F, Mößle T. Risikofaktoren für Computerspielabhängigkeit: Wer ist gefährdet? SUCHT-ZEITSCHRIFT FUR WISSENSCHAFT UND PRAXIS 2012. [DOI: 10.1024/0939-5911.a000216] [Citation(s) in RCA: 12] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
Abstract
Ausgangspunkt: Bei der Computerspielabhängigkeit handelt es sich um ein noch vergleichsweise neu postuliertes Störungsbild, welches seit einigen Jahren besonders intensiv erforscht und auf seine klinische Relevanz hin untersucht wird. Methodik: Im Rahmen eines Überblicksartikels wird beschrieben, welche diagnostischen Kriterien in gängigen Screeningverfahren zur Erfassung von Computerspielabhängigkeit bislang genutzt werden und wie sich das Störungsbild äußert. Zur Beschreibung der Phänomenologie wird unter Rückgriff auf den internationalen Forschungsstand dargestellt, welchen Belastungen computerspielabhängige Personen in besonderem Maße ausgesetzt sind. Einen abschließenden Schwerpunkt bildet im Sinne einer ätiologischen Perspektive die Frage, ob sich anhand der vorhandenen Datenbasis bereits das Bild einer Person beschreiben lässt, die in besonderer Weise gefährdet ist, eine Computerspielabhängigkeit zu entwickeln. Schlussfolgerungen: In den eingesetzten Screeninginstrumenten zeichnet sich ein zunehmender Konsens hinsichtlich der diagnostischen Kriterien ab. Eine Systematisierung des bisherigen Forschungsstandes zu Risikofaktoren für die Entstehung von Computerspielabhängigkeit weist erwartungskonform auf eine multifaktorielle Genese hin, bei der im Sinne des Suchtdreiecks personen-, umwelt- und spielproduktbezogene Risikofaktoren zusammenwirken. Es besteht jedoch ein hoher Bedarf an längsschnittlichen Studien, um das komplexe Zusammenspiel von Risiko- und Schutzfaktoren sowie die Folgen von Computerspielabhängigkeit besser beschreiben zu können.
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Affiliation(s)
- Florian Rehbein
- Kriminologisches Forschungsinstitut Niedersachsen (KFN), Hannover
| | - Thomas Mößle
- Kriminologisches Forschungsinstitut Niedersachsen (KFN), Hannover
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Tremblay MS, LeBlanc AG, Kho ME, Saunders TJ, Larouche R, Colley RC, Goldfield G, Connor Gorber S. Systematic review of sedentary behaviour and health indicators in school-aged children and youth. Int J Behav Nutr Phys Act 2011; 8:98. [PMID: 21936895 PMCID: PMC3186735 DOI: 10.1186/1479-5868-8-98] [Citation(s) in RCA: 1195] [Impact Index Per Article: 85.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/08/2011] [Accepted: 09/21/2011] [Indexed: 12/17/2022] Open
Abstract
Accumulating evidence suggests that, independent of physical activity levels, sedentary behaviours are associated with increased risk of cardio-metabolic disease, all-cause mortality, and a variety of physiological and psychological problems. Therefore, the purpose of this systematic review is to determine the relationship between sedentary behaviour and health indicators in school-aged children and youth aged 5-17 years. Online databases (MEDLINE, EMBASE and PsycINFO), personal libraries and government documents were searched for relevant studies examining time spent engaging in sedentary behaviours and six specific health indicators (body composition, fitness, metabolic syndrome and cardiovascular disease, self-esteem, pro-social behaviour and academic achievement). 232 studies including 983,840 participants met inclusion criteria and were included in the review. Television (TV) watching was the most common measure of sedentary behaviour and body composition was the most common outcome measure. Qualitative analysis of all studies revealed a dose-response relation between increased sedentary behaviour and unfavourable health outcomes. Watching TV for more than 2 hours per day was associated with unfavourable body composition, decreased fitness, lowered scores for self-esteem and pro-social behaviour and decreased academic achievement. Meta-analysis was completed for randomized controlled studies that aimed to reduce sedentary time and reported change in body mass index (BMI) as their primary outcome. In this regard, a meta-analysis revealed an overall significant effect of -0.81 (95% CI of -1.44 to -0.17, p = 0.01) indicating an overall decrease in mean BMI associated with the interventions. There is a large body of evidence from all study designs which suggests that decreasing any type of sedentary time is associated with lower health risk in youth aged 5-17 years. In particular, the evidence suggests that daily TV viewing in excess of 2 hours is associated with reduced physical and psychosocial health, and that lowering sedentary time leads to reductions in BMI.
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Affiliation(s)
- Mark S Tremblay
- Healthy Active Living and Obesity Research, Children's Hospital of Eastern Ontario Research Institute, 401 Smyth Road, Ottawa, Ontario, K1H 8L1, Canada.
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Tolchinsky A, Jefferson SD. Problematic Video Game Play in a College Sample and Its Relationship to Time Management Skills and Attention-Deficit/Hyperactivity Disorder Symptomology. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2011; 14:489-96. [DOI: 10.1089/cyber.2010.0315] [Citation(s) in RCA: 14] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/31/2022]
Affiliation(s)
- Anatol Tolchinsky
- Psychology Department, Eastern Michigan University, Ypsilanti, Michigan
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Wölfling K, Leménager T. Therapie der Computerspiel- und Internetsucht. SUCHT-ZEITSCHRIFT FUR WISSENSCHAFT UND PRAXIS 2011. [DOI: 10.1024/0939-5911.a000116] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
Abstract
Einleitung: Die Problematik exzessiver Computerspiel- und Internetnutzung wurde insbesondere in den letzten Jahren durch die erhöhte Verfügbarkeit des Internets zu einem Focus des Interesses in der psychiatrischen und psychologischen Forschung. Besonders der enorm facettenreiche Spielesektor bildet hierbei eine neue Interaktionsform. Zur Behandlung von Computerspiel- und Internetabhängigkeit gibt es bisher nur wenig empirisch fundierte wissenschaftliche Forschung und dem entsprechend auch wenig evaluierte spezifische psychotherapeutische Konzepte. Methodik: Der folgende Artikel soll einen Überblick über bisherige allgemeine und therapiespezifische Forschungsbefunde zur Computerspiel- und Internetabhängigkeit geben. Dabei werden diagnostische Verfahren, Erklärungsansätze sowie aus den Studienergebnissen abgeleitete verhaltenstherapeutische Ansätze vorgestellt und diskutiert. Ergebnisse: Aufgrund der hohen Komorbidität von Angst- und depressiven Störungen, die besonders mit sozialen Kompetenz Defiziten und schlechten Stressbewältigungsstrategien assoziiert sind, stehen verhaltenstherapeutische Interventionen in Gruppen, die auf die Analyse des Problemverhaltens und seiner aufrechterhaltenden Bedingungen abzielen, in der Behandlung von Patienten mit exzessivem Computerspiel- und Internetgebrauch im Vordergrund. Daneben deuten neurobiologische Befunde als auch Ergebnisse aus der Persönlichkeitsforschung auf ähnliche Mechanismen hin, die zu der Entstehung und Aufrechterhaltung von substanzbezogenen Abhängigkeiten beitragen. Hieraus lassen sich Elemente aus der suchtspezifischen Therapie, wie cue-exposure Training mit dem Avatar als auch Situationsanalysen, die mit dem exzessiven Verhalten gekoppelt sind, auf die Behandlung die von Computerspiel und Internetabhängigen sehr gut transferieren. Schlussfolgerungen: Aus bisherigen Forschungsbefunden lassen sich zwar therapeutische Konzepte für die Behandlung von computerspiel- und internetabhängigen Patienten ableiten, es bedarf jedoch an empirischen Studien die den Transfer dieser Interventionen etablieren. Die zu beobachtende Psychopathologie unterstützt die Annahme Computerspiel- und Internetabhängigkeit als eigenes Störungsbild in die klinischen Manuale des DSM V unter die Kategorie Sucht und verwandte Störungen einzuordnen.
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Affiliation(s)
- Klaus Wölfling
- Klinik und Poliklinik für Psychosomatische Medizin und Psychotherapie, Johannes Gutenberg-Universität, Mainz
| | - Tagrid Leménager
- Central Institute of Mental Health, Department of Addictive Behavior and Addiction Medicine, Mannheim
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Klinische Merkmale der Computerspiel- und Internetsucht am Beispiel der Inanspruchnehmer einer Spielsuchtambulanz. ZEITSCHRIFT FUR PSYCHOSOMATISCHE MEDIZIN UND PSYCHOTHERAPIE 2011; 57:77-90. [DOI: 10.13109/zptm.2011.57.1.77] [Citation(s) in RCA: 34] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/20/2022]
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Lemmens JS, Valkenburg PM, Peter J. The effects of pathological gaming on aggressive behavior. J Youth Adolesc 2011; 40:38-47. [PMID: 20549320 PMCID: PMC3003785 DOI: 10.1007/s10964-010-9558-x] [Citation(s) in RCA: 91] [Impact Index Per Article: 6.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/24/2010] [Accepted: 06/01/2010] [Indexed: 11/05/2022]
Abstract
Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause an increase in physical aggression. For this purpose, we conducted a two-wave panel study among 851 Dutch adolescents (49% female) of which 540 played games (30% female). Our analyses indicated that higher levels of pathological gaming predicted an increase in time spent playing games 6 months later. Time spent playing violent games specifically, and not just games per se, increased physical aggression. Furthermore, higher levels of pathological gaming, regardless of violent content, predicted an increase in physical aggression among boys. That this effect only applies to boys does not diminish its importance, because adolescent boys are generally the heaviest players of violent games and most susceptible to pathological involvement.
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Affiliation(s)
- Jeroen S. Lemmens
- The Amsterdam School of Communication Research ASCoR, University of Amsterdam, Kloveniersburgwal 48, 1012 CX Amsterdam, The Netherlands
| | - Patti M. Valkenburg
- The Amsterdam School of Communication Research ASCoR, University of Amsterdam, Kloveniersburgwal 48, 1012 CX Amsterdam, The Netherlands
| | - Jochen Peter
- The Amsterdam School of Communication Research ASCoR, University of Amsterdam, Kloveniersburgwal 48, 1012 CX Amsterdam, The Netherlands
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Weinstein AM. Computer and Video Game Addiction—A Comparison between Game Users and Non-Game Users. THE AMERICAN JOURNAL OF DRUG AND ALCOHOL ABUSE 2010; 36:268-76. [DOI: 10.3109/00952990.2010.491879] [Citation(s) in RCA: 97] [Impact Index Per Article: 6.5] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
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Weinstein A, Lejoyeux M. Internet Addiction or Excessive Internet Use. THE AMERICAN JOURNAL OF DRUG AND ALCOHOL ABUSE 2010; 36:277-83. [DOI: 10.3109/00952990.2010.491880] [Citation(s) in RCA: 448] [Impact Index Per Article: 29.9] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/03/2023]
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Rehbein F, Psych G, Kleimann M, Mediasci G, Mößle T. Prevalence and Risk Factors of Video Game Dependency in Adolescence: Results of a German Nationwide Survey. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2010; 13:269-77. [DOI: 10.1089/cyber.2009.0227] [Citation(s) in RCA: 300] [Impact Index Per Article: 20.0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Affiliation(s)
- Florian Rehbein
- Criminological Research Institute of Lower Saxony (KFN), Hanover, Germany
| | - Grad Psych
- Criminological Research Institute of Lower Saxony (KFN), Hanover, Germany
| | - Matthias Kleimann
- Criminological Research Institute of Lower Saxony (KFN), Hanover, Germany
| | - Grad Mediasci
- Criminological Research Institute of Lower Saxony (KFN), Hanover, Germany
| | - Thomas Mößle
- Criminological Research Institute of Lower Saxony (KFN), Hanover, Germany
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Tahiroglu AY, Celik GG, Avci A, Seydaoglu G, Uzel M, Altunbas H. Short-term effects of playing computer games on attention. J Atten Disord 2010; 13:668-76. [PMID: 19773602 DOI: 10.1177/1087054709347205] [Citation(s) in RCA: 20] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
OBJECTIVE The main aim of the present study is to investigate the short-term cognitive effects of computer games in children with different psychiatric disorders and normal controls. METHOD One hundred one children are recruited for the study (aged between 9 and 12 years). All participants played a motor-racing game on the computer for 1 hour. The TBAG form of the Stroop task was administered to all participants twice, before playing and immediately after playing the game. RESULTS Participants with improved posttest scores, compared to their pretest scores, used the computer on average 0.67 +/- 1.1 hr/day, while the average administered was measured at 1.6 +/- 1.4 hr/day and 1.3 +/- 0.9 hr/day computer use for participants with worse or unaltered scores, respectively. According to the regression model, male gender, younger ages, duration of daily computer use, and ADHD inattention type were found to be independent risk factors for worsened posttest scores. CONCLUSION Time spent playing computer games can exert a short-term effect on attention as measured by the Stroop test.
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Batthyány D, Müller KW, Benker F, Wölfling K. [Computer game playing: clinical characteristics of dependence and abuse among adolescents]. Wien Klin Wochenschr 2010; 121:502-9. [PMID: 19787320 DOI: 10.1007/s00508-009-1198-3] [Citation(s) in RCA: 68] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/23/2008] [Accepted: 06/03/2009] [Indexed: 10/20/2022]
Abstract
OBJECTIVE AND METHODS The aim of the study was to investigate the prevalence of excessive computer game playing behaviour among adolescents with psychopathological tendencies that resemble the classic symptoms of addiction. To address this question, criteria for excessive computer game playing behaviour were developed on the basis of diagnostic criteria for substance-related disorders according to ICD-10. RESULTS Excessive computer playing corresponding to addictive behaviour were found in 12.3% of the adolescents (n = 1068; 9.6% showed abusive and 2.7% dependent behaviour). Adolescents with excessive computer and video game playing behaviour also show substantial correlations with other psychosocial and psychopathological abnormalities, such as alterations in the intensity of social conflict, concentration deficits, maladaptive coping behaviour, stress and psychosomatic challenge, and school phobia. CONCLUSIONS The study provides the first empirical data about excessive computer game playing among adolescents in Austria. It shows that pathological computer game playing can be well described by criteria developed in accordance to substance dependence, and that abusive or dependent computer game playing shows specific connections with psycho-social, psychopathological and motivational factors. Overall, the results demonstrate a clear need for deeper research on this subject and the need for a design of prevention measures.
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Internet-Abhängigkeit – die große Ungewissheit. Wien Klin Wochenschr 2009; 121:483-5. [DOI: 10.1007/s00508-009-1219-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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Internet use and misuse: a multivariate regression analysis of the predictive factors of internet use among Greek adolescents. Eur J Pediatr 2009; 168:655-65. [PMID: 18762980 DOI: 10.1007/s00431-008-0811-1] [Citation(s) in RCA: 96] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/30/2008] [Accepted: 08/04/2008] [Indexed: 10/21/2022]
Abstract
The internet is an integral tool for information, communication, and entertainment among adolescents. As adolescents devote increasing amounts of time to utilizing the internet, the risk for adopting excessive and pathological internet use is inherent. The study objectives include assessing the characteristics and predictors of excessive internet use and evaluating the prevalence of pathological internet use among Greek adolescents. A cross-sectional study design was applied to this effect. The study population (n = 897) consisted of a random sample of adolescents residing in Athens, Greece. Self-completed questionnaires, pertaining to internet access characteristics and Young's Internet Addiction Scale (YIAS) score, were applied in order to investigate the study objectives. The multivariate regression analysis indicated that the most significant predictors of overall internet use included accessing the internet via one's own home portal and for the purpose of social interaction. Internet access via the school environment was a significant deterrent among low (1-3 h/week) internet users, while access via internet cafés was a significant predictor for high (11-20 h/week) internet users. Moreover, accessing the internet for the purposes of game playing was the most significant predictor for excessive (>20 h/week) internet use. The prevalence of borderline internet use among the study population was 12.8%, while 1.00% reported addictive internet use. Also, 10.4% of male excessive internet users reported addictive internet use (p < 0.0001). In conclusion, excessive internet use is predicted solely by the location of internet access (own home portal) and the scope of internet use (i.e., sites relating to socialization and game playing) and may lead to internet addiction, particularly among male adolescents.
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Frölich J, Lehmkuhl G, Döpfner M. Computerspiele im Kindes- und Jugendalter unter besonderer Betrachtung von Suchtverhalten, ADHS und Aggressivität. ZEITSCHRIFT FUR KINDER-UND JUGENDPSYCHIATRIE UND PSYCHOTHERAPIE 2009; 37:393-402; quiz 403-4. [DOI: 10.1024/1422-4917.37.5.393] [Citation(s) in RCA: 19] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/20/2022]
Abstract
Einleitung: Computerspiele gehören mittlerweile zu den beliebtesten Freizeitbeschäftigungen von Kindern und Jugendlichen und ersetzen in zunehmendem Maß traditionelle Spiel-und Interaktionsaktivitäten. Gesamt betrachtet sind mit dieser Entwicklung nicht nur emotionale oder soziale Entwicklungsrisiken verbunden und im pädagogisch-therapeutischen Bereich können sich mit der Nutzung von Computerspielen auch durchaus Förder- oder sogar therapeutische Möglichkeiten verbinden. Anderseits mehren sich Belege, dass die exzessive Nutzung von Computerspielen mit einem signifikant erhöhten Risiko zu nicht-stoffgebundenem Suchtverhalten einhergeht und die Prävalenzen hierfür altersübergreifend besorgniserregend hoch sind mit tendenzieller Zunahme. Zielsetzung: Der vorliegende Beitrag basiert auf einer Medlinerecherche. Die Zielsetzung besteht darin, zunächst motivationale und entwicklungspsychologische Besonderheiten von Computerspielen herauszuarbeiten, Prävalenzen und Risiken für eine Suchtentwicklung darzustellen und Verbindungen sowie Auswirkungen zu ausgewählten psychischen Störungen, nämlich Aufmerksamkeitsdefizitstörungen und aggressiven Verhaltensweisen darzustellen. Ergebnisse: Die vorliegenden Ergebnisse weisen aus, dass speziell von einer ADHS betroffene Kinder und Jugendliche aufgrund der neuropsychologischen Gegebenheiten dieses Störungsbildes vulnerabel sind für die Entwicklung einer Computerspielsucht. Zum anderen kann der exzessive Konsum gewalthaltiger Computerspiele ein wichtiges Bindeglied für das Zustandekommen vermehrt aggressiver Verhaltensweisen bedeuten bei Vorliegen von bereits vorbestehenden aggressiven Kognitionen und Verhaltensskripten. Schlussfolgerung: Angesichts der zunehmenden klinischen Relevanz von Suchtverhalten bei Computerspielen besteht dringend die Notwendigkeit zur Erarbeitung diagnostischer und therapeutischer Standards, wobei der Vernetzung mit ebenfalls mit der Materie befassten Fach- bzw. Arbeitsbereichen eine wichtige Bedeutung zukommt.
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Affiliation(s)
- Jan Frölich
- Klinik und Poliklinik für Psychiatrie und Psychiatrie des Kindes- und Jugendalters der Universität zu Köln
| | - Gerd Lehmkuhl
- Klinik und Poliklinik für Psychiatrie und Psychiatrie des Kindes- und Jugendalters der Universität zu Köln
| | - Manfred Döpfner
- Klinik und Poliklinik für Psychiatrie und Psychiatrie des Kindes- und Jugendalters der Universität zu Köln
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Bau AM, Vahabzadeh Z, Povel C, James J, Boral S, Ardelt-Gattinger E, Blättner B, Czaja J, Ernst M, Hilbert A, Kroll D, Stiff-Keckstein R, Stösslein C, Wölfling K, Wiegand S. Psychologische Aspekte der Adipositas bei Kindern und Jugendlichen und vernetzte Versorgungsstrukturen. Bundesgesundheitsblatt Gesundheitsforschung Gesundheitsschutz 2007; 50:1145-51. [PMID: 17828477 DOI: 10.1007/s00103-007-0315-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
Affiliation(s)
- A M Bau
- Universitätsmedizin Berlin, BRD.
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