Literature DB >> 32352827

Pathological video game symptoms from adolescence to emerging adulthood: A 6-year longitudinal study of trajectories, predictors, and outcomes.

Sarah M Coyne1, Laura A Stockdale1, Wayne Warburton2, Douglas A Gentile2, Chongming Yang1, Brett M Merrill3.   

Abstract

The aim of this study was to examine trajectories of pathological video game symptoms over a 6-year period from adolescence to emerging adulthood. We also examined a number of predictors and outcomes for different trajectories. Participants included 385 adolescents (M age = 15.01 at the initial time point) who completed multiple questionnaires once a year over a 6-year period. Analyses showed there were 3 distinct trajectories. Approximately 10% of adolescents (called "increasing symptoms") showed moderate levels of pathological gaming symptoms at the initial time point and then increases in symptoms over time. Conversely, 18% of adolescents (called "moderate symptoms") started with moderate symptoms that did not change over time. Finally, 72% of adolescents (called "nonpathological") were relatively low in symptoms across the 6 years of data collection. Being male predicted both the increasing and moderate groups. The increasing group tended to show the worst outcomes over time, with higher levels of depression, aggression, shyness, problematic cell phone use, and anxiety than the nonpathological group, even when controlling for initial levels of many of these variables. (PsycInfo Database Record (c) 2020 APA, all rights reserved).

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Mesh:

Year:  2020        PMID: 32352827     DOI: 10.1037/dev0000939

Source DB:  PubMed          Journal:  Dev Psychol        ISSN: 0012-1649


  5 in total

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Authors:  Clara E Moge; Daniela M Romano
Journal:  Heliyon       Date:  2020-11-16

2.  Internet Gaming Disorder: Evidence for a Risk and Resilience Approach.

Authors:  Wayne A Warburton; Sophie Parkes; Naomi Sweller
Journal:  Int J Environ Res Public Health       Date:  2022-05-04       Impact factor: 4.614

3.  Psychometric properties of the Farsi version of the gaming disorder scale for adolescents (GADIS-A).

Authors:  Ali Mazaherizadeh; Zahra Taherifar; Hojjatollah Farahani
Journal:  BMC Psychol       Date:  2022-08-08

4.  Problematic gaming risk among European adolescents: a cross-national evaluation of individual and socio-economic factors.

Authors:  Emanuela Colasante; Erika Pivetta; Natale Canale; Alessio Vieno; Claudia Marino; Michela Lenzi; Elisa Benedetti; Daniel L King; Sabrina Molinaro
Journal:  Addiction       Date:  2022-02-28       Impact factor: 7.256

5.  Insensitive Players? A Relationship Between Violent Video Game Exposure and Recognition of Negative Emotions.

Authors:  Ewa Miedzobrodzka; Jacek Buczny; Elly A Konijn; Lydia C Krabbendam
Journal:  Front Psychol       Date:  2021-05-21
  5 in total

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