| Literature DB >> 30519203 |
Elfrid Krossbakken1, Ståle Pallesen1, Rune Aune Mentzoni1, Daniel Luke King2, Helge Molde3, Turi Reiten Finserås3, Torbjørn Torsheim1.
Abstract
Objectives: Video game addiction has been associated with an array of mental health variables. There is a paucity of longitudinal studies investigating such associations, and studies differentiating addicted gaming from problem and engaged (i.e., frequent but non-problem) gaming. The current explorative study investigate the natural course of gaming behavior in three sub-studies. The aim of study 1 was to investigate antecedents and consequences of video game addiction measured as a unidimensional construct (pathological gaming). Aim of study 2 was to investigate the same associations in terms of typologies of gamers ("engaged," "problem," "addicted"). Furthermore, study 3 aimed to investigate the estimated stability and transitions occurring between the aforementioned typologies, and a non-pathological gaming group.Entities:
Keywords: adolescents; gaming disorder; internet gaming disorder; longitudinal study; mental health
Year: 2018 PMID: 30519203 PMCID: PMC6258776 DOI: 10.3389/fpsyg.2018.02239
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1Cross-lagged path modeling of pathological gaming (GASA) against mental health variables (outcome measures).
A cross-lagged path model of the antecedents and consequences of gaming problems.
| Boys | 0.14 | 0.07 | 0.03 | 0.01 | 115.33 | 0.907 | 0.674 | 0.114 | 0.050 | 963 |
| Girls | 0.13 | 0.12 | 0.11 | 0.12 | 1,088 | |||||
| Boys | 0.11 | 0.07 | 0.03 | −0.02 | 93.93 | 0.936 | 0.776 | 0.102 | 0.042 | 963 |
| Girls | 0.07 | 0.07 | 0.05 | 0.05 | 1,088 | |||||
| Boys | 0.07 | 0.05 | 0.04 | 0.01 | 92.47 | 0.933 | 0.767 | 0.101 | 0.044 | 962 |
| Girls | 0.07 | 0.08 | 0.10 | 0.08 | 1,088 | |||||
| Boys | −0.03 | −0.05 | −0.05 | −0.06 | 76.62 | 0.938 | 0.784 | 0.091 | 0.038 | 963 |
| Girls | 0.01 | 0.01 | −0.001 | −0.04 | 1,087 | |||||
| Boys | 0.09 | 0.02 | 0.04 | −0.04 | 103.73 | 0.923 | 0.730 | 0.108 | 0.043 | 963 |
| Girls | 0.03 | 0.03 | 0.02 | −0.003 | 1,088 | |||||
| Boys | 0.05 | −0.03 | 0.05 | 0.05 | 87.91 | 0.938 | 0.782 | 0.099 | 0.040 | 963 |
| Girls | 0.04 | 0.06 | 0.08 | 0.05 | 1,088 | |||||
Mental health as consequences of gaming were tested in path A and path B, while mental health as antecedents of gaming were tested in path C and path D.
p < 0.05.
p < 0.01.
p < 0.001.
Satorra-Bentler chi square test comparing the restricted path models regarding consequences of pathological gaming, antecedents for pathological gaming, stationary assumptions, and sex differences to the unrestricted model.
| Depression | 37.84 | 20.47 | 6.16 | 11.52 |
| Anxiety | 19.51 | 6.18 | 13.27 | 5.99 |
| Loneliness | 12.82 | 16.92 | 8.50 | 10.43 |
| Alcohol | 2.18 | 5.41 | 12.14 | 13.27 |
| Verbal aggression | 7.28 | 2.38 | 8.86 | 7.86 |
| Physical aggression | 7.31 | 10.66 | 12.03 | 7.44 |
Degrees of freedom reported is the difference between the restricted model and the unrestricted model.
p < 0.05.
Multinomial regression analysis showing antecedents for “engaged gamer,” “problem gamer” and “addicted gamer.” The contrast group comprises the reference category.
| T1–T2 | 1.11 | 1.11 | 1.08 |
| T2–T3 | 1.04 | 1.11 | 1.22 |
| T1–T3 | 1.15 | 1.05 | 1.09 |
| T1–T2 | 1.08 | 1.05 | 1.07 |
| T2–T3 | 1.09 | 0.98 | 0.93 |
| T1–T3 | 1.06 | 1.05 | 0.97 |
| T1–T2 | 1.11 | 1.07 | 1.06 |
| T2–T3 | 1.08 | 1.05 | 1.07 |
| T1–T3 | 1.08 | 1.08 | 1.16 |
| T1–T2 | 0.90 | 0.97 | 1.19 |
| T2–T3 | 0.87 | 0.78 | 1.46 |
| T1–T3 | 0.94 | 0.78 | 0.96 |
| T1–T2 | 1.16 | 1.11 | 1.15 |
| T2–T3 | 1.00 | 0.95 | 0.66 |
| T1–T3 | 0.96 | 1.04 | 0.75 |
| T1–T2 | 1.12 | 1.10 | 1.19 |
| T2–T3 | 1.01 | 1.05 | 0.91 |
| T1–T3 | 1.04 | 1.02 | 0.94 |
Gender, former level of gaming category, and former level of outcome variable is controlled for in all analyses. The indication of time (e.g., T1–T2) found under the outcome variable, indicates that the outcome variable in the first wave predicts the gaming category in the second wave.
p < 0.05,
p < 0.01.
Regression analysis showing consequences of being “engaged gamer,” “problem gamer” and “addicted gamer,” compared to the contrast group with 1 year intervals between the measures.
| Engaged | 0.13 | 0.30 | 0.38 |
| Problem | 0.42 | 0.12 | 0.33 |
| Addicted | 0.52 | 0.33 | 0.58 |
| Engaged | 0.04 | 0.07 | 0.19 |
| Problem | 0.15 | 0.15 | 0.13 |
| Addicted | 0.24 | −0.04 | 0.38 |
| Engaged | 0.15 | 0.29 | 0.06 |
| Problem | 0.30 | 0.14 | 0.30 |
| Addicted | 0.11 | −0.06 | 0.08 |
| Engaged | −0.07 | 0.26 | −0.02 |
| Problem | −0.01 | −0.22 | −0.02 |
| Addicted | −0.08 | −0.26 | −0.01 |
| Engaged | 0.10 | 0.01 | 0.25 |
| Problem | 0.19 | −0.03 | 0.11 |
| Addicted | 0.21 | 0.08 | −0.15 |
| Engaged | 0.09 | −0.04 | 0.11 |
| Problem | 0.06 | −0.01 | 0.13 |
| Addicted | −0.18 | 0.38 | −0.12 |
Gender, former level of gaming category, and former level of outcome variable is controlled for in all analyses.
p < 0.05,
p < 0.01,
p < 0.001.
Latent transition probability of the four categories of gamers based on a Hidden Markov analysis reported in percentage.
| Engaged | 52 | 20 | 02 | 26 |
| Problem | 16 | 59 | 08 | 17 |
| Addiction | 00 | 53 | 35 | 12 |
| Contrast | 00 | 00 | 00 | 100 |
Figure 2Sankey chart depicting the estimated transitions between the three typologies of gamers, and the contrast group of the adolescents that did not fall into the three gaming typologies. The estimation is based on transitions between T1–T2–T3.
Figure 3Model depicting the proposed mechanisms acting between depression, loneliness, and pathological gaming.