Literature DB >> 27749970

Problem video game playing is related to emotional distress in adolescents.

María T Gonzálvez1, José P Espada, Ricardo Tejeiro.   

Abstract

Problem use of video games is an increasing risk behaviour. High exposure of adolescents to video games has been linked to a variety of disorders, but the relationship between problem video game playing and emotional welfare is unknown. The aim of the study is to analyse problem video game playing in a sample of adolescents and to determine whether there are differences between online and offline players, in addition to examining its relationship with anxiety and depressive symptomatology. A sample of adolescents (N = 380) completed self-reports measuring video game use and symptoms of anxiety and depression. We found that 7.4% of females and 30% of males can be considered as playing at problem levels. Online players were almost 12 times more likely to play at high frequency than offline players (χ2 (1, 267) = 72.72, p < .001, OR = 11.63, 95% CI [6.31, 21.43]). Males play more frequently, and play more online (χ2 (1, 267) = 50.85, p < .001, OR = 6.74, 95% CI [3.90, 11.64]), with a clear relationship between problem video game playing and anxiety (r = .24; p < .001). In females, there is a relationship between problem video game playing and depression (r = .19; p < .05). Our findings contribute to a better understanding of the psychological variables involved in problem video game playing. The implementation of strategies is suggested in order to prevent pathological gaming and associated problems.

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Year:  2017        PMID: 27749970     DOI: 10.20882/adicciones.745

Source DB:  PubMed          Journal:  Adicciones        ISSN: 0214-4840            Impact factor:   2.979


  7 in total

1.  Problematic social media use and depressive symptoms among U.S. young adults: A nationally-representative study.

Authors:  Ariel Shensa; César G Escobar-Viera; Jaime E Sidani; Nicholas D Bowman; Michael P Marshal; Brian A Primack
Journal:  Soc Sci Med       Date:  2017-04-24       Impact factor: 4.634

2.  Differential Relationships of Child Anxiety and Depression to Child Report and Parent Report of Electronic Media Use.

Authors:  Payton Q Fors; Deanna M Barch
Journal:  Child Psychiatry Hum Dev       Date:  2019-12

3.  [Spanish validation of Game Addiction Scale for Adolescents (GASA)].

Authors:  Daniel Lloret Irles; Ramon Morell Gomis; Juan Carlos Marzo Campos; Sonia Tirado González
Journal:  Aten Primaria       Date:  2017-09-19       Impact factor: 1.137

4.  Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities.

Authors:  Luis Javier Cabeza-Ramírez; Guzmán Antonio Muñoz-Fernández; Luna Santos-Roldán
Journal:  Healthcare (Basel)       Date:  2021-02-10

5.  Dual Diagnosis in Adolescents with Problematic Use of Video Games: Beyond Substances.

Authors:  Arturo Esteve; Antonio Jovani; Ana Benito; Abel Baquero; Gonzalo Haro; Francesc Rodríguez-Ruiz
Journal:  Brain Sci       Date:  2022-08-21

Review 6.  Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy.

Authors:  Caterina Primi; Francesco Sanson; Marta Vecchiato; Emilia Serra; Maria Anna Donati
Journal:  Front Psychol       Date:  2022-09-27

7.  Design and Measurement Properties of the Online Gambling Disorder Questionnaire (OGD-Q) in Spanish Adolescents.

Authors:  Joaquín González-Cabrera; Juan M Machimbarrena; Marta Beranuy; Priscila Pérez-Rodríguez; Liria Fernández-González; Esther Calvete
Journal:  J Clin Med       Date:  2020-01-02       Impact factor: 4.241

  7 in total

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