Literature DB >> 28260834

Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents.

Michelle Colder Carras1, Antonius J Van Rooij1, Dike Van de Mheen1, Rashelle Musci1, Qian-Li Xue1, Tamar Mendelson1.   

Abstract

AIMS: Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play.
METHODS: We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality.
RESULTS: We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers.
CONCLUSIONS: In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction.

Entities:  

Year:  2016        PMID: 28260834      PMCID: PMC5330315          DOI: 10.1016/j.chb.2016.11.060

Source DB:  PubMed          Journal:  Comput Human Behav        ISSN: 0747-5632


  23 in total

1.  Prevalence and risk factors of video game dependency in adolescence: results of a German nationwide survey.

Authors:  Florian Rehbein; Matthias Kleimann; Thomas Mössle
Journal:  Cyberpsychol Behav Soc Netw       Date:  2010-06

Review 2.  Online communication among adolescents: an integrated model of its attraction, opportunities, and risks.

Authors:  Patti M Valkenburg; Jochen Peter
Journal:  J Adolesc Health       Date:  2010-12-13       Impact factor: 5.012

3.  Prevalence of Internet gaming disorder in German adolescents: diagnostic contribution of the nine DSM-5 criteria in a state-wide representative sample.

Authors:  Florian Rehbein; Sören Kliem; Dirk Baier; Thomas Mößle; Nancy M Petry
Journal:  Addiction       Date:  2015-03-10       Impact factor: 6.526

4.  Video game addiction test: validity and psychometric characteristics.

Authors:  Antonius J van Rooij; Tim M Schoenmakers; Regina J J M van den Eijnden; Ad A Vermulst; Dike van de Mheen
Journal:  Cyberpsychol Behav Soc Netw       Date:  2012-08-17

5.  Longitudinal patterns of problematic computer game use among adolescents and adults--a 2-year panel study.

Authors:  Michael Scharkow; Ruth Festl; Thorsten Quandt
Journal:  Addiction       Date:  2014-07-15       Impact factor: 6.526

6.  Electronic gaming and psychosocial adjustment.

Authors:  Andrew K Przybylski
Journal:  Pediatrics       Date:  2014-08-04       Impact factor: 7.124

7.  Older versus newer media and the well-being of United States youth: results from a national longitudinal panel.

Authors:  Daniel Romer; Zhanna Bagdasarov; Eian More
Journal:  J Adolesc Health       Date:  2013-02-01       Impact factor: 5.012

8.  Social anxiety among adolescents: linkages with peer relations and friendships.

Authors:  A M La Greca; N Lopez
Journal:  J Abnorm Child Psychol       Date:  1998-04

9.  Working towards an international consensus on criteria for assessing internet gaming disorder: a critical commentary on Petry et al. (2014).

Authors:  Mark D Griffiths; Antonius J van Rooij; Daniel Kardefelt-Winther; Vladan Starcevic; Orsolya Király; Ståle Pallesen; Kai Müller; Michael Dreier; Michelle Carras; Nicole Prause; Daniel L King; Elias Aboujaoude; Daria J Kuss; Halley M Pontes; Olatz Lopez Fernandez; Katalin Nagygyorgy; Sophia Achab; Joël Billieux; Thorsten Quandt; Xavier Carbonell; Christopher J Ferguson; Rani A Hoff; Jeffrey Derevensky; Maria C Haagsma; Paul Delfabbro; Mark Coulson; Zaheer Hussain; Zsolt Demetrovics
Journal:  Addiction       Date:  2016-01       Impact factor: 6.526

10.  The development of indonesian online game addiction questionnaire.

Authors:  Tjibeng Jap; Sri Tiatri; Edo Sebastian Jaya; Mekar Sari Suteja
Journal:  PLoS One       Date:  2013-04-03       Impact factor: 3.240

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  25 in total

1.  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

2.  Gamers' insights into the phenomenology of normal gaming and game "addiction": A mixed methods study.

Authors:  Michelle Colder Carras; Anne Marie Porter; Antonius J Van Rooij; Daniel King; Amanda Lange; Matthew Carras; Alain Labrique
Journal:  Comput Human Behav       Date:  2017-10-27

3.  Distinct patterns of Internet and smartphone-related problems among adolescents by gender: Latent class analysis.

Authors:  Seung-Yup Lee; Donghwan Lee; Cho Rong Nam; Da Yea Kim; Sera Park; Jun-Gun Kwon; Yong-Sil Kweon; Youngjo Lee; Dai Jin Kim; Jung-Seok Choi
Journal:  J Behav Addict       Date:  2018-05-23       Impact factor: 6.756

4.  A weak scientific basis for gaming disorder: Let us err on the side of caution.

Authors:  Antonius J van Rooij; Christopher J Ferguson; Michelle Colder Carras; Daniel Kardefelt-Winther; Jing Shi; Espen Aarseth; Anthony M Bean; Karin Helmersson Bergmark; Anne Brus; Mark Coulson; Jory Deleuze; Pravin Dullur; Elza Dunkels; Johan Edman; Malte Elson; Peter J Etchells; Anne Fiskaali; Isabela Granic; Jeroen Jansz; Faltin Karlsen; Linda K Kaye; Bonnie Kirsh; Andreas Lieberoth; Patrick Markey; Kathryn L Mills; Rune Kristian Lundedal Nielsen; Amy Orben; Arne Poulsen; Nicole Prause; Patrick Prax; Thorsten Quandt; Adriano Schimmenti; Vladan Starcevic; Gabrielle Stutman; Nigel E Turner; Jan van Looy; Andrew K Przybylski
Journal:  J Behav Addict       Date:  2018-03-13       Impact factor: 6.756

5.  A Novel Brain-Computer Interface Virtual Environment for Neurofeedback During Functional MRI.

Authors:  Halim I Baqapuri; Linda D Roes; Mikhail Zvyagintsev; Souad Ramadan; Micha Keller; Erik Roecher; Jana Zweerings; Martin Klasen; Ruben C Gur; Klaus Mathiak
Journal:  Front Neurosci       Date:  2021-01-11       Impact factor: 4.677

6.  Gaming Activity and Possible Changes in Gaming Behavior Among Young People During the COVID-19 Pandemic: Cross-sectional Online Survey Study.

Authors:  Emma Claesdotter-Knutsson; Frida André; Anders Håkansson
Journal:  JMIR Serious Games       Date:  2022-01-25       Impact factor: 4.143

7.  Addressing problematic video game use: A multimethod, dual-context perspective on leisure-time use.

Authors:  Antonius J Van Rooij; Laura M Nijkamp
Journal:  J Behav Addict       Date:  2018-07-16       Impact factor: 6.756

8.  The Relationship between Objectively Measured and Self-Reported Sedentary Behaviours and Social Connectedness among Adolescents.

Authors:  Lauren Arundell; Jo Salmon; Jenny Veitch; Anna Timperio
Journal:  Int J Environ Res Public Health       Date:  2019-01-18       Impact factor: 3.390

9.  Normative, passionate, or problematic? Identification of adolescent gamer subtypes over time.

Authors:  Margot Peeters; Ina Koning; Jeroen Lemmens; Regina van den Eijnden
Journal:  J Behav Addict       Date:  2019-09-23       Impact factor: 6.756

10.  Internet Gaming Disorder: Exploring Its Impact on Satisfaction in Life in PELLEAS Adolescent Sample.

Authors:  Olivier Phan; Constance Prieur; Céline Bonnaire; Ivana Obradovic
Journal:  Int J Environ Res Public Health       Date:  2019-12-18       Impact factor: 3.390

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