Susan Baer1, Elliot Bogusz, David A Green. 1. British Columbia Children's Hospital, British Columbia Mental Health and Addiction Services, Vancouver, British Columbia.
Abstract
OBJECTIVE: Computer and gaming-station use has become entrenched in the culture of our youth. Parents of children with psychiatric disorders report concerns about overuse, but research in this area is limited. The goal of this study is to evaluate computer/gaming-station use in adolescents in a psychiatric clinic population and to examine the relationship between use and functional impairment. METHOD: 102 adolescents, ages 11-17, from out-patient psychiatric clinics participated. Amount of computer/gaming-station use, type of use (gaming or non-gaming), and presence of addictive features were ascertained along with emotional/functional impairment. Multivariate linear regression was used to examine correlations between patterns of use and impairment. RESULTS: Mean screen time was 6.7±4.2 hrs/day. Presence of addictive features was positively correlated with emotional/functional impairment. Time spent on computer/gaming-station use was not correlated overall with impairment after controlling for addictive features, but non-gaming time was positively correlated with risky behavior in boys. CONCLUSIONS: Youth with psychiatric disorders are spending much of their leisure time on the computer/gaming-station and a substantial subset show addictive features of use which is associated with impairment. Further research to develop measures and to evaluate risk is needed to identify the impact of this problem.
OBJECTIVE: Computer and gaming-station use has become entrenched in the culture of our youth. Parents of children with psychiatric disorders report concerns about overuse, but research in this area is limited. The goal of this study is to evaluate computer/gaming-station use in adolescents in a psychiatric clinic population and to examine the relationship between use and functional impairment. METHOD: 102 adolescents, ages 11-17, from out-patientpsychiatric clinics participated. Amount of computer/gaming-station use, type of use (gaming or non-gaming), and presence of addictive features were ascertained along with emotional/functional impairment. Multivariate linear regression was used to examine correlations between patterns of use and impairment. RESULTS: Mean screen time was 6.7±4.2 hrs/day. Presence of addictive features was positively correlated with emotional/functional impairment. Time spent on computer/gaming-station use was not correlated overall with impairment after controlling for addictive features, but non-gaming time was positively correlated with risky behavior in boys. CONCLUSIONS: Youth with psychiatric disorders are spending much of their leisure time on the computer/gaming-station and a substantial subset show addictive features of use which is associated with impairment. Further research to develop measures and to evaluate risk is needed to identify the impact of this problem.
Entities:
Keywords:
adolescence; computer addiction; internet addiction; video games
Authors: Elena Bozzola; Giulia Spina; Margherita Ruggiero; Davide Vecchio; Cinthia Caruso; Mauro Bozzola; Anna Maria Staiano; Rino Agostiniani; Antonello Del Vecchio; Giuseppe Banderali; Diego Peroni; Alberto Chiara; Luigi Memo; Renato Turra; Giovanni Corsello; Alberto Villani Journal: Ital J Pediatr Date: 2019-11-27 Impact factor: 2.638
Authors: Mark A Stein; Vanja Sikirica; Margaret D Weiss; Brigitte Robertson; Andrew Lyne; Jeffrey H Newcorn Journal: CNS Drugs Date: 2015-11 Impact factor: 5.749
Authors: Vega González-Bueso; Juan J Santamaría; Daniel Fernández; Laura Merino; Elena Montero; Susana Jiménez-Murcia; Amparo Del Pino-Gutiérrez; Joan Ribas Journal: Front Psychol Date: 2018-05-28
Authors: Vega González-Bueso; Juan José Santamaría; Daniel Fernández; Laura Merino; Elena Montero; Joan Ribas Journal: Int J Environ Res Public Health Date: 2018-04-03 Impact factor: 3.390