Literature DB >> 22313358

The prevalence of problematic video gamers in the Netherlands.

Maria C Haagsma1, Marcel E Pieterse, Oscar Peters.   

Abstract

This study surveyed Dutch adolescents and adults about their video gaming behavior to assess the prevalence of problematic gaming. A representative national panel of 902 respondents aged 14 to 81 took part in the study. The results show that gaming in general is a wide-spread and popular activity among the Dutch population. Browser games (small games played via the internet) and offline casual games (e.g., offline card games) were reported as most popular type of game. Online games (e.g., massively multiplayer online role-playing games) are played by a relatively small part of the respondents, yet considerably more time is spent on these online games than on browser games, offline casual games, and offline games (e.g., offline racing games). The prevalence of problematic gaming in the total sample is 1.3 percent. Among adolescents and young adults problematic gaming occurs in 3.3 percent of cases. Particularly male adolescents seem to be more vulnerable to developing problematic gaming habits.

Mesh:

Year:  2012        PMID: 22313358     DOI: 10.1089/cyber.2011.0248

Source DB:  PubMed          Journal:  Cyberpsychol Behav Soc Netw        ISSN: 2152-2715


  25 in total

Review 1.  Treatments for Internet gaming disorder and Internet addiction: A systematic review.

Authors:  Kristyn Zajac; Meredith K Ginley; Rocio Chang; Nancy M Petry
Journal:  Psychol Addict Behav       Date:  2017-09-18

2.  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 3.  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

4.  Proton magnetic resonance spectroscopy (MRS) in on-line game addiction.

Authors:  Doug Hyun Han; Young Sik Lee; Xianfeng Shi; Perry F Renshaw
Journal:  J Psychiatr Res       Date:  2014-07-16       Impact factor: 4.791

5.  PET imaging reveals brain functional changes in internet gaming disorder.

Authors:  Mei Tian; Qiaozhen Chen; Ying Zhang; Fenglei Du; Haifeng Hou; Fangfang Chao; Hong Zhang
Journal:  Eur J Nucl Med Mol Imaging       Date:  2014-04-16       Impact factor: 9.236

6.  Differences in functional connectivity between alcohol dependence and internet gaming disorder.

Authors:  Ji Won Han; Doug Hyun Han; Nicolas Bolo; BoAh Kim; Boong Nyun Kim; Perry F Renshaw
Journal:  Addict Behav       Date:  2014-09-09       Impact factor: 3.913

7.  Early substance consumption and problematic use of video games in adolescence.

Authors:  Adélaïde Coëffec; Lucia Romo; Nathalie Cheze; Hélène Riazuelo; Sophie Plantey; Gayatri Kotbagi; Laurence Kern
Journal:  Front Psychol       Date:  2015-04-28

8.  Gaming among Children and Adolescents during the COVID-19 Lockdown: The Role of Parents in Time Spent on Video Games and Gaming Disorder Symptoms.

Authors:  Maria Anna Donati; Cristiana Alessia Guido; Giuliano De Meo; Alberto Spalice; Francesco Sanson; Carola Beccari; Caterina Primi
Journal:  Int J Environ Res Public Health       Date:  2021-06-21       Impact factor: 3.390

9.  Puzzling with online games (BAM-COG): reliability, validity, and feasibility of an online self-monitor for cognitive performance in aging adults.

Authors:  Teun Aalbers; Maria A E Baars; Marcel G M Olde Rikkert; Roy P C Kessels
Journal:  J Med Internet Res       Date:  2013-12-03       Impact factor: 5.428

10.  Prevalence and correlates of video and internet gaming addiction among Hong Kong adolescents: a pilot study.

Authors:  Chong-Wen Wang; Cecilia L W Chan; Kwok-Kei Mak; Sai-Yin Ho; Paul W C Wong; Rainbow T H Ho
Journal:  ScientificWorldJournal       Date:  2014-06-16
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