Literature DB >> 29792521

Problematic Video Gaming in a Young Spanish Population: Association with Psychosocial Health.

Carlos Buiza-Aguado1, Araceli Alonso-Canovas2, Celia Conde-Mateos3, Juan Jose Buiza-Navarrete1, Douglas Gentile4.   

Abstract

Problematic video gaming (PVG) is a concern for psychologists attending children and adolescents. Uniform diagnostic criteria are lacking, and risk factors are poorly understood. Internet gaming disorder (IGD) was included in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5), and scales derived from its diagnostic criteria may be helpful to assess PVG. A multicenter study was conducted in secondary schools using an IGD-derived scale (dichotomous Nine-Item Internet Gaming Disorder Scale [IGD-9]), analyzing PVG-related variables. Seven hundred eight students (55.8 percent male) with mean age 15.6 ± 2.7 years were included. Seventy-three percent were gamers and 22 percent heavy gamers (HGs). Forty-five percent reported online gaming and 6.6 percent massive multiplayer online role-playing games (MMORPGs). Fifty-nine students (8.3 percent) scored 5 or more in IGD-9 and were classified as IGD+. HG and IGD+ subjects were more frequently male and online and MMORPG gamers (p < 0.01). However, IGD+ subjects had significantly worse psychosocial scores than IGD- (p < 0.001), while HGs did not significantly differ from casual gamers (p > 0.01). The multivariate analysis showed that IGD+ scores were significantly associated with worse psychosocial health and adjustment (p < 0.001), while the other variables (male sex, online and MMORPG gaming, and HG) were not significantly associated (p > 0.01). The IGD-9 scale scored positive in 8.3 percent of our sample. Unlike gaming time, this scale was associated with psychosocial disturbances, making it potentially useful as a screening method to detect candidates for clinical intervention.

Entities:  

Keywords:  Internet gaming disorder; adolescents; problematic video gaming; psychosocial health; video games

Mesh:

Year:  2018        PMID: 29792521     DOI: 10.1089/cyber.2017.0599

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


  7 in total

1.  Is Increased Video Game Participation Associated With Reduced Sense of Loneliness? A Systematic Review and Meta-Analysis.

Authors:  Yan Luo; Michelle Moosbrugger; Daniel M Smith; Thaddeus J France; Jieru Ma; Jinxiang Xiao
Journal:  Front Public Health       Date:  2022-05-16

2.  Metabolic and Endocrine Changes Determined in Saliva of Adolescents Engaged in Computer Gaming.

Authors:  Leonid Vladimirovich Podrigalo; Sergii Sidorovich Iermakov; Wladyslaw Jagiello
Journal:  Biomed Res Int       Date:  2020-12-17       Impact factor: 3.411

3.  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

4.  The Association of Problematic Online Gaming Behavior With Mental Well-Being and Depressive Symptoms Among Students of Professional Colleges in Rishikesh.

Authors:  Rishita Chandra; Santosh Kumar; Yogesh Bahurupi; Vikram Singh Rawat
Journal:  Cureus       Date:  2022-02-08

5.  Analysis of the coexistence of gaming and viewing activities in Twitch users and their relationship with pathological gaming: a multilayer perceptron approach.

Authors:  L Javier Cabeza-Ramírez; Francisco José Rey-Carmona; Ma Del Carmen Cano-Vicente; Miguel Ángel Solano-Sánchez
Journal:  Sci Rep       Date:  2022-05-12       Impact factor: 4.996

6.  Associations between Problematic Gambling, Gaming, and Internet Use: A Cross-Sectional Population Survey.

Authors:  J Karlsson; N Broman; A Håkansson
Journal:  J Addict       Date:  2019-09-24

7.  The development and validation of the Videogaming Motives Questionnaire (VMQ).

Authors:  Francisco J López-Fernández; Laura Mezquita; Mark D Griffiths; Generós Ortet; Manuel I Ibáñez
Journal:  PLoS One       Date:  2020-10-23       Impact factor: 3.240

  7 in total

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