| Literature DB >> 29206183 |
Soo-Hyun Paik1, Hyun Cho2, Ji-Won Chun3, Jo-Eun Jeong4, Dai-Jin Kim5.
Abstract
Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.Entities:
Keywords: Internet gaming disorder; comorbidity; game device usage pattern; smartphone
Mesh:
Year: 2017 PMID: 29206183 PMCID: PMC5750930 DOI: 10.3390/ijerph14121512
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Comparison between the IGD and non-IGD groups.
| Variables | IGD | Non-IGD | X2/U | |
|---|---|---|---|---|
| N (%) | 396 (12.9%) | 2662 (87.1%) | ||
| Age | 27.63 ± 5.797 | 26.85 ± 5.862 | 572,613.000 | 0.005 * |
| Male (%) | 220 (55.6%) | 1328 (49.9%) | 4.431 | 0.035 * |
| Education levels | ||||
| Up to 12 years (high school) | 63 (15.9%) | 276 (10.4%) | 10.731 | 0.001 ** |
| More than 13 years | 333 (84.1%) | 2386 (89.6%) | ||
| Occupational status | ||||
| Student | 123 (31.1%) | 1029 (38.7%) | 8.472 | 0.014 * |
| Current full-time job | 213 (53.8%) | 1227 (48.0%) | ||
| No currently full-time job | 60 (15.2%) | 356 (13.4%) | ||
| Time spent on gaming | ||||
| Weekday (min) | 167.79 ± 124.190 | 107.63 ± 96.227 | 722,949.000 | 0.000 ** |
| Weekend (min) | 253.76 ± 152.207 | 169.02 ± 131.868 | 729,658.000 | 0.000 ** |
| Money spent on gaming (KRW) | 32,270.45 ± 48,491.203 | 11,599.61 ± 27,190.750 | 752,279.500 | 0.000 ** |
| Game community membership | 253 (63.9%) | 818 (30.7%) | 166.566 | 0.000 ** |
| Ever attended offline meeting | 179 (45.2%) | 352 (13.2%) | 59.393 | 0.000 ** |
| Gaming device usage pattern | ||||
| PC only | 87 (22.0%) | 633 (23.8%) | 51.909 | 0.000 ** |
| PC > SM | 90 (22.7%) | 490 (18.4%) | ||
| PC = SM | 71 (17.9%) | 255 (9.6%) | ||
| PC < SM | 102 (25.8%) | 633 (23.8%) | ||
| SM only | 46 (11.6%) | 651 (24.5%) | ||
| Preferred game genre | ||||
| Simulation/strategy | 113 (28.5%) | 708 (26.6%) | 23.102 | 0.000 ** |
| RPG | 108 (27.3%) | 521 (19.6%) | ||
| Sports/racing | 60 (15.2%) | 413 (15.5%) | ||
| Shooting/action | 33 (8.3%) | 196 (7.4%) | ||
| Puzzle/arcade/board game | 82 (20.7%) | 824 (31.0%) | ||
| Reason for gaming | ||||
| For fun | 148 (37.4%) | 1159 (43.5%) | 44.352 | 0.000 ** |
| For killing time | 65 (16.4%) | 671 (25.2%) | ||
| For relieving stress | 101 (25.5%) | 535 (20.1%) | ||
| For need | 22 (5.6%) | 80 (3.0%) | ||
| For achievement | 60 (15.2%) | 217 (8.2%) | ||
| YIAT | 53.98 ± 26.267 | 36.80 ± 18.800 | 788,470.500 | 0.000 ** |
| SAS-SV | 39.97 ± 9.015 | 28.75 ± 10.114 | 838,582.000 | 0.000 ** |
| BSCS | 53.98 ± 26.267 | 36.80 ± 18.800 | 775,457.500 | 0.000 ** |
| Depression (%) | 252 (63.6%) | 631 (23.7%) | 267.652 | 0.000 ** |
| Generalized anxiety disorder (%) | 179 (45.2%) | 383 (14.4%) | 218.205 | 0.000 ** |
| Alcohol use disorder (%) | 139 (35.1%) | 446 (16.8%) | 75.003 | 0.000 ** |
| Nicotine dependence (%) | 55 (59.8%) | 133 (31.7%) | 25.675 | 0.000 ** |
Abbreviations: IGD: Internet Gaming Disorder; KRW: Korean Won; PC: Personal computer; SM: Smartphone; RPG: Role-playing game; YIAT: Young’s Internet Addiction Test; SAS-SV: Smartphone Addiction Scale-Short Form; BSCS: Brief Self-Control Scale. * p < 0.05, ** p < 0.005.
Differences across device usage patterns.
| Variables | PC Only | PC > SM | PC = SM | PC < SM | SM Only | X2/H | Post-Hoc | |
|---|---|---|---|---|---|---|---|---|
| N (%) | 720 (23.5%) | 580 (19.0%) | 326 (10.7%) | 735 (24.0%) | 697 (22.8%) | |||
| Age | 25.70 ± 5.306 | 25.74 ± 5.458 | 27.16 ± 5.800 | 27.11 ± 5.890 | 28.95 ± 6.142 | 140.747 | 0.000 ** | e > a,b,c,d, a,b < c,d |
| Male (%) | 448 (62.2%) | 431 (74.3%) | 159 (48.8%) | 318 (43.3%) | 192 (27.5%) | 333.801 | 0.000 ** | |
| Education levels | ||||||||
| Up to 12 years | 95 (13.2%) | 66 (11.4%) | 46 (14.1%) | 65 (8.8%) | 67 (9.6%) | 11.608 | 0.021 * | |
| More than 13 years | 625 (86.8%) | 514 (88.6%) | 280 (85.9%) | 670 (91.2%) | 630 (90.4%) | |||
| Occupational status | ||||||||
| Student | 330 (45.8%) | 292 (50.3%) | 107 (32.8%) | 254 (34.6%) | 169 (24.2%) | 134.837 | 0.000 ** | |
| Current full-time job | 281 (39.0%) | 217 (37.4%) | 180 (55.2%) | 383 (42.1%) | 429 (61.5%) | |||
| No current full-time job | 109 (15.1%) | 71 (12.2%) | 39 (12.0%) | 98 (13.3%) | 99 (14.2%) | |||
| IGD (%) | 87 (12.1%) | 90 (15.5%) | 71 (21.8%) | 102 (13.9%) | 46 (6.6%) | 51.909 | 0.000 ** | |
| Time spent on gaming | ||||||||
| Weekday (min) | 111.65 ± 103.703 | 139.56 ± 105.489 | 120.45 ± 112.919 | 110.11 ± 87.180 | 96.75 ± 103.262 | 122.254 | 0.000 ** | e < a,b,c,d, b > a,c,d |
| Weekend (min) | 194.60 ± 148.341 | 220.82 ± 134.656 | 180.53 ± 124.000 | 172.78 ± 123.798 | 137.61 ± 135.296 | 226.227 | 0.000 ** | e < a,b,c,d, b > a,c,d |
| Money spent on gaming (KRW) | 17,298.34 ± 37,995.779 | 24,993.36 ± 36,335.539 | 19,647.24 ± 34,119.854 | 11,973.13 ± 29,297.559 | 2082.50 ± 7421.816 | 577.364 | 0.000 ** | e < a,b,c,d, b > a,c,d |
| Game community membership | 220 (30.6%) | 304 (52.4%) | 153 (46.9%) | 273 (37.7%) | 117 (16.8%) | 207.871 | 0.000 ** | |
| Ever attended offline meeting | 101 (45.9%) | 172 (56.6%) | 88 (57.5%) | 128 (46.2%) | 42 (35.9%) | 21.019 | 0.000 ** | |
| Preferred game genre | ||||||||
| Simulation/strategy | 255 (35.4%) | 230 (39.7%) | 77 (23.6%) | 152 (20.7%) | 107 (15.4%) | 591.480 | 0.000 ** | |
| RPG | 183 (25.4%) | 132 (22.8%) | 79 (24.2%) | 157 (21.4%) | 78 (11.2%) | |||
| Sports/racing | 119 (16.5%) | 89 (15.3%) | 69 (21.2%) | 123 (16.7%) | 73 (10.5%) | |||
| Shooting/action | 88 (12.2%) | 59 (10.2%) | 21 (6.4%) | 40 (5.4%) | 12 (3.0%) | |||
| Puzzle/arcade/board game | 75 (10.4%) | 70 (12.1%) | 80 (24.5%) | 263 (29.0%) | 418 (60.0%) | |||
| Reason for gaming | ||||||||
| For fun | 237 (45.4%) | 267 (46.0%) | 147 (45.1%) | 318 (43.3%) | 248 (35.6%) | 164.244 | 0.000 ** | |
| For killing time | 120 (16.7%) | 88 (15.2%) | 66 (20.2%) | 181 (24.6%) | 281 (38.2%) | |||
| For relieving stress | 178 (24.7%) | 134 (23.1%) | 69 (21.2%) | 153 (20.8%) | 102 (14.6%) | |||
| For need | 34 (4.7%) | 24 (4.1%) | 13 (4.0%) | 21 (2.9%) | 10 (1.4%) | |||
| For achievement | 61 (8.5%) | 67 (11.6%) | 31 (9.5%) | 62 (8.4%) | 56 (8.0%) | |||
| YIAT | 38.65 ± 20.899 | 43.56 ± 18.530 | 44.08 ± 21.511 | 40.73 ± 20.591 | 31.36 ± 19.930 | 145.760 | 0.000 ** | e < a,b,c,d, a < b,c |
| SAS-SV | 29.50 ± 10.646 | 30.19 ± 11.029 | 31.58 ± 11.149 | 31.60 ± 10.392 | 28.76 ± 10.657 | 31.614 | 0.000 ** | e < c,d, a < c,d |
| BSCS | 36.51 ± 6.663 | 36.17 ± 6.959 | 36.73 ± 6.920 | 36.49 ± 6.742 | 35.33 ± 6.795 | 17.479 | 0.002 ** | e < a,c,d |
| Depression (%) | 218 (30.3%) | 156 (26.9%) | 116 (35.6%) | 233 (31.7%) | 160 (23.0%) | 23.687 | 0.000 ** | |
| Generalized anxiety disorder (%) | 141 (19.6%) | 101 (17.4%) | 74 (22.7%) | 144 (19.6%) | 102 (14.6%) | 12.350 | 0.015 * | |
| Alcohol use disorder (%) | 141 (31.6%) | 84 (22.0%) | 82 (36.4%) | 160 (31.3%) | 118 (26.3%) | 19.325 | 0.001 ** | |
| Nicotine dependence (%) | 35 (31.0%) | 50 (38.8%) | 23 (44.2%) | 60 (43.2%) | 20 (25.3%) | 10.006 | 0.040 * |
Abbreviations: PC: Personal computer; SM: Smartphone; IGD: Internet Gaming Disorder; KRW: Korean Won; RPG: Role-playing game; YIAT: Young’s Internet Addiction Test; SAS-SV: Smartphone Addiction Scale Short Form; BSCS: Brief Self-Control Scale. * p < 0.05, ** p < 0.005.
Logistic regression results predicting Internet gaming disorder.
| Variables | B (s.e.) | OR | 95% CI | |
|---|---|---|---|---|
| Age | 0.032 (0.011) | 1.033 | 1.010–1.056 | 0.005 * |
| Gender (male) | 0.260 (0.144) | 1.296 | 0.977–1.719 | 0.072 |
| Weekday gaming hour (>90 min) | 0.262 (0.144) | 1.300 | 0.931–1.816 | 0.124 |
| Weekend gaming hour (>150 min) | 0.542 (0.170) | 1.720 | 1.232–2.399 | 0.001 ** |
| Money spent on gaming (>KRW2000) | 0.729 (0.144) | 2.072 | 1.562–2.749 | 0.000 ** |
| Game community membership | 0.851 (0.137) | 2.341 | 1.791–3.061 | 0.000 ** |
| Gaming device usage pattern | ||||
| PC only | Reference | 0.000 ** | ||
| PC > SM | −0.085 (0.196) | 0.919 | 0.626–1.349 | 0.666 |
| PC = SM | 0.457 (0.213) | 1.579 | 1.040–2.397 | 0.032 * |
| PC < SM | 0.019 (0.189) | 1.019 | 0.703–1.476 | 0.921 |
| SM only | −0.144 (0.229) | 0.866 | 0.552–1.357 | 0.529 |
| SAS-SV | 0.090 (0.008) | 1.094 | 1.076–1.112 | 0.000 ** |
| BSCS | 0.043 (0.013) | 1.044 | 1.018–1.070 | 0.001 ** |
| Depression | 0.667 (0.168) | 1.949 | 1.403–2.708 | 0.000 ** |
| Generalized anxiety disorder | 0.132 (0.173) | 1.141 | 0.812–1.603 | 0.447 |
| Alcohol use disorder | 0.254 (0.150) | 1.2899 | 0.961–1.728 | 0.090 |
| Nicotine dependence | 0.384 (0.223) | 1.468 | 0.949–2.271 | 0.085 |
Abbreviations: s.e.: standard error; KRW: Korean Won; PC: Personal computer; SM: Smartphone; SAS-SV: Smartphone Addiction Scale Short Form; BSCS: Brief Self-Control Scale; OR: odds ratio; CI: confidence interval. * p < 0.05, ** p < 0.005.