| Literature DB >> 28762279 |
Luke A Schneider1, Daniel L King1, Paul H Delfabbro1.
Abstract
Background and aims Familial influences are known to affect the likelihood of an adolescent becoming a problem gamer. This systematic review examined some of the key findings in empirical research on family factors related to adolescent problem gaming. Methods A total of 14 studies in the past decade were evaluated. Family-related variables included: (a) parent status (e.g., socioeconomic status and mental health), (b) parent-child relationship (e.g., warmth, conflict, and abuse), (c) parental influence on gaming (e.g., supervision of gaming, modeling, and attitudes toward gaming), and (d) family environment (e.g., household composition). Results The majority of studies have focused on parent-child relationships, reporting that poorer quality relationships are associated with increased severity of problem gaming. The paternal relationship may be protective against problem gaming; therefore, prevention programs should leverage the support of cooperative fathers. Discussion The intergenerational effects of problem gaming require further attention, in light of adult gamers raising their children in a gaming-centric environment. Research has been limited by a reliance on adolescent self-report to understand family dynamics, without gathering corroborating information from parents and other family members. The very high rates of problem gaming (>10%) reported in general population samples raise concerns about the validity of current screening tools. Conclusions Interventions for adolescents may be more effective in some cases if they can address familial influences on problem gaming with the active co-participation of parents, rather than enrolling vulnerable adolescents in individual-based training or temporarily isolating adolescents from the family system.Entities:
Keywords: DSM-5; Internet gaming disorder; addiction; adolescence; family; risk
Mesh:
Year: 2017 PMID: 28762279 PMCID: PMC5700711 DOI: 10.1556/2006.6.2017.035
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
Figure 1.Flow diagram of study selection
Summary of recent research on family factors underlying problematic Internet gaming among adolescents
| Authors | Country | Age range | Sample | Design | IGD measure | Family factors | Findings | |
|---|---|---|---|---|---|---|---|---|
| Choo et al. ( | Singapore | 2,974 | 10–14 | School students | 1-year longitudinal survey | Modified DSM-IV-TR pathological gambling criteria | Parent–child closeness | Higher parent–child closeness at baseline was associated with decreased problem gaming symptoms of 1 year later. Parental restriction of video gaming had no effect on pathological gaming. The effect of parent–child closeness on gaming was stronger in boys than girls. |
| Parental restriction on child’s video gaming | ||||||||
| Da Charlie, HyeKyung, and Khoo ( | Singapore | 2,527 | 10–18 | School students | 3-year longitudinal survey | Modified DSM-IV-TR pathological gambling criteria | Parent–child relationship | Pathological gamers perceive their family environment as being less comfortable, and more argumentative, than normal gamers. Problem gamers reportedly have weaker parental relationships, particularly with fathers, than normal gamers. |
| Family environment | ||||||||
| Jeong and Kim ( | South Korea | 600 | 12–15 | School students | Cross-sectional survey | Modified Young’s Internet Addiction Scale (translated) | Social activities with parents | Gaming addiction scores were: |
| Gaming activities with parents | Negatively associated with self-efficacy in real world | |||||||
| Positively associated with social efficacy in virtual world | ||||||||
| Negatively associated with social activities with parents | ||||||||
| Negatively related to parental attitude toward gaming | ||||||||
| Kim and Kim ( | South Korea | 624 | Not reported | School students | Cross-sectional survey | IGAS | Parent–child attachment | Internet gaming addiction was negatively associated with strength of parental attachment. Adolescent problematic gamers reported higher scores on parental rejection than normal adolescents. |
| Adolescents’ attitude toward parents’ parenting | ||||||||
| Socioeconomic status | ||||||||
| Kwon et al. ( | South Korea | 1,136 | 12–15 | School students | Cross-sectional survey | Modified Young’s Internet Addiction Scale (translated) | Perceived parent–child relationship | Internet gaming addiction was positively associated with parent hostility toward the child, and negatively associated with parent affection and supervision. Problematic gamers reported gaming to escape from their self and reality. |
| Parental supervision | ||||||||
| Liau et al. ( | Singapore | 3,034 | Not clear | School students | 2-year longitudinal survey | Modified DSM-IV-TR pathological gambling criteria | Parent–child closeness | Parent–child connectedness and a warm family environment were protective factors against pathological gaming at 2-year time point. Improvements in family environment related to decreased problem gaming and increased emotion regulation skills among adolescents. |
| Parental involvement in child’s media use | ||||||||
| Parental supervision | ||||||||
| Family environment | ||||||||
| Rehbein, Kleimann, and Mossle ( | Germany | 15,168 | 14–16 | School students | Cross-sectional survey | VGDS | Parental education | When included in a model with a large number of predictor variables, childhood physical abuse was not a significant predictor of problematic video gaming. |
| ICD-10 dependency | Parental physical abuse | |||||||
| Rehbein and Baier ( | Germany | 406 | Time 1: 9–10; Time 2: 14–16 | School students | 5-year longitudinal survey | CSAS | Single/two-parent household | Children from single-parent households were at increased risk of video game addiction, possibly due to fewer resources for alternative leisure activities. There was a negative relationship between CSAS score and paternal devotion and parental supervision. |
| Parental devotion | ||||||||
| Parental supervision | ||||||||
| Conflict between parents | ||||||||
| Parental physical abuse | ||||||||
| Rikkers, Lawrence, Hafekost, and Zubrick ( | Australia | 6,310 carers | 4–17 | Community sample | Cross-sectional survey | Instrument adapted from EU Kids Online Survey | Family type | Problematic Internet use and electronic gaming were associated with living in poorer functioning family. Increased prevalence of problematic gaming behavior in children with parents with histories of mental problems. |
| Parental education/occupation | ||||||||
| 2,967 children | Parental mental health | |||||||
| Family functioning | ||||||||
| Vadlin, Aslund, Hellstrom, and Nilsson ( | Sweden | Study 1: 1,868 | Study 1: 12–16 | Community and clinical samples | Cross-sectional survey | GAIT | Threats and violence between parents | Adolescents with experiences of family maltreatment and bullying had increased the probability of problematic gaming, but these relationships were not causal. |
| Study 2: 242 | Study 2: 12–18 | Threats and violence between parent/s and child | ||||||
| Wang et al. ( | Hong Kong | 503 | 12–18 | School students | Cross-sectional survey | Chinese version of short-form GAS | Parental education | Gaming addiction was correlated with degree of perceived family disharmony, which included relationship quality, level of obedience, and level of care received from a parent. |
| Parental marital status | ||||||||
| Family economic status | ||||||||
| Family harmony | ||||||||
| Wu, Ko, Wong, Wu, and Oie ( | Taiwan | 2,104 | 12–13 | School students | Cross-sectional survey | Modified CIAS | Parental gaming attitudes | Weak correlation between gaming-related positive expectancy and parental gaming attitudes, parental Internet game use, and parental invitation to play Internet games. Severity of problem gaming positively associated with frequency of parental gaming and invitation to play games. |
| Parental gaming use | ||||||||
| Parental gaming invitations | ||||||||
| Zhu, Zhang, Yu, and Bao ( | China | 833 | 11–14 | School students | 1-year longitudinal survey | Modified Young’s IAS (translated) | Parent–child relationship | Low quality parent–adolescent relationship predicted Internet gaming addiction indirectly through school connectedness and enhancement of affiliation with deviant peers. |
| Zorbaz, Ulas, and Kizildag | Turkey | 396 | 9–12 | School students | Cross-sectional survey | SGAC | Family relationships | Negative family relationships, specifically discouraging parenting style, were a predictor of problem gaming. |
| Parental education |
Note. CIAS: Chen Internet Addiction Scale, IAS: Internet Addiction Scale, IGAS: Internet Game Addiction Scale for Korean adolescents, CSAS: Children’s Separation Anxiety Scale, GAIT: Gaming Addiction Identification Test, GAS: Gaming Addiction Scale, SGAC: Scale of Game Addiction for Children, VGDS: Video Game Dependency Scale.