Literature DB >> 15587233

Problems with computer games without monetary reward: similarity to pathological gambling.

Agneta Johansson1, K Gunnar Götestam.   

Abstract

An epidemiological study was performed on a representative sample of the Norwegian youth population (12 to 18 years old, N=3,237; response rate 45.2%). The percentage who were frequent players (weekly) of different computer games was 63.3%, and the percentage of infrequent users was 36.7%. A mean of 2.7% (4.2% of the boys, 1.1% of the girls) could be described as exhibiting "pathological playing" according to the criteria in the 1998 Diagnostic Questionnaire for Internet Addiction of Young, and an additional 9.82% (14.5% of the boys, 5.0% of the girls) were considered to be engaging in "at-risk playing." Of the weekly gamblers, 4.2% fulfilled 5 criteria for pathological playing, and an additional 15.5% 3 to 4 criteria, i.e., at-risk playing. This indicated that frequent gaming on computer games without money rewards may be related to problematic playing even though no monetary reward is involved.

Entities:  

Mesh:

Year:  2004        PMID: 15587233     DOI: 10.2466/pr0.95.2.641-650

Source DB:  PubMed          Journal:  Psychol Rep        ISSN: 0033-2941


  18 in total

1.  Video-gaming among high school students: health correlates, gender differences, and problematic gaming.

Authors:  Rani A Desai; Suchitra Krishnan-Sarin; Dana Cavallo; Marc N Potenza
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2.  Internet use and misuse: a multivariate regression analysis of the predictive factors of internet use among Greek adolescents.

Authors:  Artemis Tsitsika; Elena Critselis; Georgios Kormas; Anastasia Filippopoulou; Despoina Tounissidou; Aliki Freskou; Theodora Spiliopoulou; Amalia Louizou; Eleftheria Konstantoulaki; Dimitrios Kafetzis
Journal:  Eur J Pediatr       Date:  2008-09-02       Impact factor: 3.183

Review 3.  Parameters for safer gambling behavior: examining the empirical research.

Authors:  Allyson J Peller; Debi A LaPlante; Howard J Shaffer
Journal:  J Gambl Stud       Date:  2008-05-28

Review 4.  The convergence of gambling and digital media: implications for gambling in young people.

Authors:  Daniel King; Paul Delfabbro; Mark Griffiths
Journal:  J Gambl Stud       Date:  2009-09-16

5.  When addiction symptoms and life problems diverge: a latent class analysis of problematic gaming in a representative multinational sample of European adolescents.

Authors:  Michelle Colder Carras; Daniel Kardefelt-Winther
Journal:  Eur Child Adolesc Psychiatry       Date:  2018-01-24       Impact factor: 4.785

6.  Illusory control, gambling, and video gaming: an investigation of regular gamblers and video game players.

Authors:  Daniel L King; Anastasia Ejova; Paul H Delfabbro
Journal:  J Gambl Stud       Date:  2012-09

7.  Are Internet use and video-game-playing addictive behaviors? Biological, clinical and public health implications for youths and adults.

Authors:  Yvonne H C Yau; Michael J Crowley; Linda C Mayes; Marc N Potenza
Journal:  Minerva Psichiatr       Date:  2012-09-01

Review 8.  Emerging association between addictive gaming and attention-deficit/hyperactivity disorder.

Authors:  Aviv Weinstein; Abraham Weizman
Journal:  Curr Psychiatry Rep       Date:  2012-10       Impact factor: 5.285

Review 9.  Internet Gaming Disorder in the DSM-5.

Authors:  Nancy M Petry; Florian Rehbein; Chih-Hung Ko; Charles P O'Brien
Journal:  Curr Psychiatry Rep       Date:  2015-09       Impact factor: 5.285

10.  The Psychology of Esports: A Systematic Literature Review.

Authors:  Fanni Bányai; Mark D Griffiths; Orsolya Király; Zsolt Demetrovics
Journal:  J Gambl Stud       Date:  2019-06
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